The Unity Editor includes a built-in set of TerrainThe landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. More info
See in Glossary features that you can use to add landscapes to your game. In the Unity Editor, you can create multiple Terrain tiles, adjust the height or appearance of your landscape, and add trees or grass to it. At runtime, Unity optimizes built-in Terrain rendering for efficiency. The pages in this section explain the built-in options available for Terrain and how to use them.
Topic | Description |
---|---|
Creating and editing Terrains | Add and edit Terrain GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary |
Create Neighbor Terrains | Create adjacent Terrain tiles |
Terrain tools | Use Terrain painting tools |
Terrain Layers | Create Terrain Layers |
Brushes | Understand Brushes and Brush settings |
TreesA GameObject and associated Component that allows you to add tree assets to your Scene. You can add branch levels and leaves to trees in the Tree Inspector window. More info See in Glossary |
Create and customize Trees |
Wind ZonesA GameObject that adds the effect of wind to your terrain. For instance, Trees within a wind zone will bend in a realistic animated fashion and the wind itself will move in pulses to create natural patterns of movement among the tree. More info See in Glossary |
Adjust Wind Zone settings |
Grass and other details | Add and remove paint details |
Working with Heightmaps | Import and export heightmapsA greyscale Texture that stores height data for an object. Each pixel stores the height difference perpendicular to the face that pixel represents. See in Glossary |
Terrain Settings reference | Adjust the Terrain settings |
Using Terrain at runtime | Create Terrain dynamically at runtime |
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