Skip to content

Terrain

The Terrain module shapes and paints Unity terrains with stamps: objects in your scene that each apply one change (raise a hill, carve a riverbed, paint grass, place trees) inside an area you define.

Stamps are non-destructive. The terrain is always rebuilt from a saved base plus all the stamps, so you can move, reshape, reorder or delete any stamp at any time, and the terrain updates.

Open it from the Terrain tab of the World Toolkit window.

How it fits together

Terrain Stamp Target
Groups the terrains that stamps affect, and stores their base: the state of the terrains before any stamp.
Terrain Stamp
One stamp. It has an area (usually a spline outline), and one or more layers. Each layer combines masks (where it applies) with stamp operations (what it does).
Terrain Stamp Preset (asset)
A saved stamp setup you can reuse for new stamps or apply to existing ones.
Terrain Detail Source (asset)
A grass or detail mesh setup that Details operations place on the terrain.

Stamps apply in Hierarchy order, top to bottom. Reorder them in the Hierarchy to change which one wins.

Your first stamp

  1. Select your terrain tiles and click Create Terrain Stamp Target in the Terrain panel. If you skip this step, the first stamp you draw creates a target for the terrain under it.
  2. Click Edit Terrain Stamps, hold Shift and click on the terrain to start an outline, then click to add points. Right-click to finish.
  3. With the new stamp selected, set up its layer in the Inspector: masks say where it applies, operations say what it does.
  4. Move the stamp or drag its knots: the terrain follows.

In this section

  • Stamps


    Set up stamp targets, draw stamps, organise their layers and reuse setups with presets.

  • Masks


    Decide where a layer applies and how strongly, with shapes, noise, slope and height fills.

  • Height


    Raise, lower or flatten the ground from a spline, a collider or a mesh.

  • Erosion and Smoothing


    Soften the ground, or wear it down with simulated rain and sliding material.

  • Textures


    Paint terrain layers, for example rock on steep slopes.

  • Trees


    Scatter trees with a density, a minimum spacing and random sizes.

  • Details


    Cover the ground with grass, flowers and small meshes from reusable Detail Sources.

  • Holes


    Cut openings in the terrain for caves and tunnels, or close them again.

  • Terrain Spline Snap


    Keep splines on the terrain while stamps change it.

  • Terrain Settings


    Outline colors, mask previews, processing mode and rebuild options.