Feature overview
| Feature | Status | Notes |
|---|---|---|
| Real-time editing | Supported | Basic sculpting tools and 2-layer texture painting |
| Import heightmaps | Supported | Import from World Machine, GeoGen, Gaia, or any tool that exports a 16-bit heightmap |
| Level of detail | Supported | Very large landscapes possible |
| Multi-layer PBR materials | Supported | Up to 32 materials; supports importing multiple splatmaps |
| Material height blending | Supported | |
| Material anti-tiling | Supported | |
| Physics materials | Supported | Per-material physics properties: footstep sounds, bounciness, etc. |
| Foliage | Supported | Grass and scatter meshes |
| Trees | Supported | |
| Holes | Supported | |
| Nav mesh | Supported | |
| Displacement | Supported | Vertex displacement |
Creating terrain
Add a Terrain GameObject
Right-click in the Hierarchy panel and select 3D Object > Terrain. The inspector will prompt you to create, import, or link a terrain asset.
Create a new terrain asset
In the inspector, configure the terrain dimensions and press Create New Terrain. Choose a save location for the terrain asset.
| Setting | Description |
|---|---|
| Heightmap Size | Resolution of the heightmap. Higher values increase VRAM usage significantly (2048×2048 = 24 MB, 4096×4096 = 96 MB, 8192×8192 = 384 MB). |
| World Scale | Inches per heightmap texel. A smaller value gives more precision at a smaller overall footprint. A larger value covers more ground with less precision. 39 inches ≈ 1 metre is a good default. |
| Max Height | Maximum terrain height in inches. Higher values reduce precision at lower elevations. |
Terrain materials
A Terrain Material is an asset that defines PBR textures, physics surface properties, detail meshes, and other properties the terrain uses to render. Because they are standalone assets you can reuse them across scenes and projects. Terrain materials differ from standard materials in that they use specialised shaders for LOD-aware landscape rendering with automatic material blending.Creating a terrain material
From the terrain inspector
Select your Terrain GameObject, scroll to the Terrain Materials section in the inspector, and press New Terrain Material…. Choose a save location — the material is automatically added to the terrain’s material list.
@cloud ext:tmat.
The base layer
The first terrain material you add automatically becomes the base layer and covers the entire landscape. You paint additional materials on top of this base.Painting terrain materials
Select the Paint Texture tool in the terrain editor toolbar. Choose the terrain material you want to paint from the inspector list, then paint directly in the viewport using your brush.Terrain tools
Access all terrain editing tools from the editor toolbar when a Terrain GameObject is selected:Sculpt
Sculpt
Raise and lower terrain height with a brush. Adjust brush size, opacity, and falloff in the inspector.
Paint Texture
Paint Texture
Paint terrain materials onto the surface. Select a material from the terrain’s material list before painting.
Foliage / Scatter
Foliage / Scatter
Place grass, scatter meshes, and trees across the terrain surface.