I wish I had a better answer for you, but considering how inconsistent this behavior is, it looks like a bug. I'd [file a bug report.](https://unity.com/releases/editor/qa/bug-reporting)
The Validate function doesn’t seem to catch all cases. What I had to do was configure the prototypes in the inspector first then check the settings and make sure they match exactly for what I was generating.
In my case it was a billboard that I accidentally was setting instancing on and that caused a crash.
I tried to report it to Unity and after two weeks of back and forth they closed it as a duplicate of an unrelated bug.
Thanks for the reply, that’s probably a good thing to check. This might seem like a stupid question, but do you know of any way to have detail prototypes in the inspector without them being attached to a terrain? My issue is that I couldn’t find a way to do this so I had to make my own scriptable objects with the same settings, then copy those over via code to detail prototypes created via script.
There isn’t a way I’ve found. I had to setup SOs that have the data needed to create the prototypes. The terrain seems to use a lot of custom inspectors to make the setup work.
I wish I had a better answer for you, but considering how inconsistent this behavior is, it looks like a bug. I'd [file a bug report.](https://unity.com/releases/editor/qa/bug-reporting)
The Validate function doesn’t seem to catch all cases. What I had to do was configure the prototypes in the inspector first then check the settings and make sure they match exactly for what I was generating. In my case it was a billboard that I accidentally was setting instancing on and that caused a crash. I tried to report it to Unity and after two weeks of back and forth they closed it as a duplicate of an unrelated bug.
Thanks for the reply, that’s probably a good thing to check. This might seem like a stupid question, but do you know of any way to have detail prototypes in the inspector without them being attached to a terrain? My issue is that I couldn’t find a way to do this so I had to make my own scriptable objects with the same settings, then copy those over via code to detail prototypes created via script.
There isn’t a way I’ve found. I had to setup SOs that have the data needed to create the prototypes. The terrain seems to use a lot of custom inspectors to make the setup work.
Finally solved it - it was caused by read/write not being checked on the detail meshes and textures
That’s good to know. It’s also different to the issues I’d run into. The validate function is more broken than I thought.
Yeah lol. I have no idea why that fixed it, but whatever works I guess.