Vertex 3D Terrain Guide
Build the shape, paint the surface, and prepare your terrain for a scene.
On a small screen, scroll wide tables sideways to read every column.
Vertex 3D Terrain lets you generate and edit mesh-based terrain directly inside Unity. Create conventional ground, planets or floating islands, then reshape the geometry, paint surfaces, build paths and structures, apply gradients and work across multiple terrain tiles.
Geometry tools change the physical mesh, while surface tools change its appearance. Compatible geometry and surface tools can also be used together during the same stroke, allowing you to shape and paint the terrain at the same time.
Make your first terrain
- Open Tools → DPT Games → Vertex 3D Terrain.
- Open Create Terrain and choose the type of terrain you want to create: Flat Terrain, Planet or Floating Island.
- Choose Starting Biome, or Top Biome and Bottom Biome for a floating island. Adjust the terrain’s size, shape and resolution settings. The available controls depend on the selected terrain type. For example, a floating island lets you control its width, length, underside depth, plateau shape, underside shape and surface variation.
- Choose where the terrain should be created using Spawn Position. If Live Preview is enabled, use the preview to check the overall scale and shape before generating it.
- Click the generate button for the selected terrain type, such as Generate Floating Island, Generate Planetoid or Generate Surface.
- The generated terrain can now be edited with the geometry and surface tools. Use whichever tools suit the result you want: sculpt or reshape the mesh, paint biomes, create paths, apply gradients, select faces with masks or combine compatible tools during the same stroke.
- Start with broad changes to the overall form before adding smaller details. You can increase local geometry density later where finer editing is needed.
- Save the terrain once you are happy with the result, along with the Unity scene and any generated assets you want to keep.
A useful first exercise: generate a small terrain, reshape part of its silhouette with Sculpt, then try Paint, Path or another surface tool. This gives you a quick introduction to terrain generation and editing before working on a larger scene.
Targets, libraries and brush settings
Choose what you are editing
The active terrain supplies the current mesh and settings. For a terrain made from several objects, use the target list to choose which objects can be painted or sculpted. Active and enabled for Paint/Sculpt serve different purposes: selecting one tile does not necessarily enable every neighbouring tile for editing.
Add or register the terrain objects you need, refresh the list after changing your scene, and check the Paint/Sculpt switches before a stroke that crosses a boundary. A target should contain the mesh components used by the tool. A collider is also needed when you want physics raycasts to hit the terrain during gameplay.
| Setting | What it means | When to change it |
|---|---|---|
| Terrain Atlas | Uses the biome library’s compiled textures and colour ramps to render the painted ground. | Choose it for textured rock, sand, grass, water-like surfaces and material detail. The dedicated terrain shader is SH_DPT_VCTerrain. |
| Direct Vertex Color | Stores the surface’s colour on the mesh vertices instead of using the atlas-based biome texture appearance. | Choose it for a simpler colour-based style. The number and position of vertices affect how much colour detail you can paint. |
| Biome Library | A reusable collection of ground presets. The two pipelines have separate preset lists within the library. | Use one shared library for related terrain pieces; use a separate copy when their surfaces should evolve independently. |
| Radius | The brush’s reach in world metres. | Use a large radius for broad landforms and a smaller radius for finishing. Link geometry and paint radii if both should cover the same area. |
| Geometry speed / strength | How quickly a stroke moves the mesh. | Lower it for controlled changes. High values can make deep cuts or tall spikes in a short stroke. |
| Paint opacity | How strongly the chosen surface replaces or mixes with the existing surface. | Low values allow repeated gentle passes; 1 applies the chosen surface strongly. |
| Blend sharpness | The character of the border between painted biomes. | Lower it for gradual transitions; raise it for more distinct patches. It does not add mesh vertices. |
| Brush shape | Circle, Square, Diamond or Noise Jitter changes the footprint of a stroke. | Circle is a useful starting point. Use straighter shapes for deliberate edges and jitter for less regular marks. |
| Pen pressure | Can affect Strength, Radius or Both, with a minimum pressure floor. | Choose Strength for gradual tablet strokes; choose Radius when you want the brush to widen as you press. |
| Preview colours | The editable geometry and paint colours identify the two brush footprints. Alpha changes the preview’s transparency. | Use a visible colour against your terrain. These colours do not change the painted biome. |
| Worklight / Scene HUD | Extra working light and a compact view of the current tools. | Use them to inspect shape and avoid losing track of which tools are active. Also check the final result under your scene’s own lighting. |
Changing a pipeline changes how the terrain’s surface data is used. Save a copy before converting finished work, and compare its appearance afterwards. Texture detail from Terrain Atlas should not be expected to look identical in Direct Vertex Color.
For the individual presets, texture inputs and library actions, see the Biomes Guide. For controls that affect a whole material, see Terrain Material Settings. For biome-driven grass, flowers, mushrooms, pebbles and custom mesh placement, see the 3D Scatter Guide.
Generate a starting shape
Open Create Terrain, then choose Flat Terrain, Planet or Floating Island. Each generator creates a mesh with the terrain material and registers it as an editing target. Configure a suitable starting shape and biome before sculpting or painting details.
Placement, preview and biome selection
Live Preview displays a temporary, reduced-resolution grey mesh in Scene view. Use it to judge position, size and silhouette. The final terrain uses your selected full resolution; the grey preview is not a preview of the finished biome textures.
| Spawn Position | Placement |
|---|---|
| World Origin | Starts at (0, 0, 0). |
| Position Offset | Uses the supplied absolute XYZ position measured from world origin. |
| Scene View Center | Uses the Scene view camera’s orbit pivot. |
| Ground Snapped View | Uses the view’s X/Z position with Y = 0. It does not raycast onto an arbitrary terrain surface. |
Starting Biome chooses the initial surface for flat terrain and planets. The picker follows your current surface pipeline and library. Floating islands use separate Top Biome and Bottom Biome choices, described below. You can repaint every generated surface afterwards.
Flat Terrain
Choose Shape Preset: Flat Plane, Island Mountain, River Valley or Crater Basin. Flat Terrain is the generator category; its height presets can still produce hills and depressions.
| Control | Use |
|---|---|
| Surface Name | Name the generated terrain object. |
| Quick Size / Tile Size (Square) | Choose the square tile’s width and length in metres. Quick Size offers 25, 50, 100, 250, 500 and 1000 m. |
| Grid Subdivisions | Sets the grid density along X and Z. Density buttons provide 32, 64, 128 and 256 as starting points. |
| High Density Borders | Doubles the permanent tile-edge density while keeping the interior at the selected resolution. This adds seam support without doubling density across the whole tile. |
| Mesh Complexity | Shows vertex/triangle estimates and spacing per quad. Check this before creating a large, dense terrain. |
Click Generate Surface when ready. Choose enough geometry for the broad features you need, then add local detail later instead of starting every tile at maximum resolution.
Planet: continuous or tiled
Set Planetoid Name, Starting Biome, Radius and Mesh Structure. Single Mesh creates one continuous object; Multi Tile creates an arrangement across six cube faces.
| Structure | Shape and density controls | Use |
|---|---|---|
| Single Mesh | Shape Preset: Sphere, Cube or Rounded Cube. Rounded Cube adds Roundness from 0 (cube) to 1 (sphere). Cube shapes use Face Grid Density. | A continuous closed base, including a box-shaped world that can be inverted into a room. |
| Single Mesh Sphere | Sphere Topology: Cube Sphere, Icosphere or UV Sphere. Cube Sphere uses Face Grid Density; Icosphere uses recursive Subdivision Level; UV Sphere uses Resolution. | Choose the triangle distribution for the shape and editing you want. Density values from different topology types are not equivalent. |
| Multi Tile | Shape Preset: Planetoid or Cube. Tiles Per Face (N×N), automatic Tile Size, Tile Grid Subdivisions and High Density Borders. | Separate editable terrain tiles. Total tile count is 6 × N²: 2 gives 24 tiles, 4 gives 96. |
For Multi Tile, Tile Size is calculated as (2 × Radius) / Tiles Per Face so the faces meet. High Density Borders doubles each tile edge’s density before projection, including cross-face seams and cube corners. Click Generate Planetoid, then inspect joins and use surface-oriented brushes when World Up would point the wrong way.
For an interior, generate a single-mesh Cube or Rounded Cube, select all its faces in Mask mode and use Invert Faces. This is an editing operation rather than a separate generator type.
Floating Island
The island is a closed mesh with a top plateau and sculpted underside. Set its name, placement and the two biome choices, then compare both sides in silhouette.
| Control | What it changes |
|---|---|
| Top Biome / Bottom Biome | Separate surfaces for the upper plateau and underside. For example, choose grass above and rock below. |
| Edge Blend Width | Distance in metres on each side of the rim over which the two biomes blend. The shared rim is an equal mix. Choosing the same biome for both sides disables this control. |
| Width (X), Length (Z), Underside Depth (Y) | Sets the horizontal dimensions and downward depth of the island. |
| Plateau Shape | Circular, Rounded Square or Oval Long outlines. |
| Bottom Keel Shape | Pointed Spire, Rounded Bowl, Stepped Crag or Flat Taper profiles. |
| Top Surface Preset | Uses the terrain height presets on the upper surface. Choose Flat Plane when you need a level starting plateau. |
| Rock Jaggedness | Adds procedural rock noise and crags to the underside. |
| Round Plateau Edge / Edge Radius | Bends existing rows into a rounded rim. This changes the edge shape without inserting extra loops, so enough grid resolution is needed to represent the curve. |
| Grid Subdivisions | Sets the island mesh density. Increase only where the silhouette or intended edits need it. |
Click Generate Floating Island. Edge Radius changes geometry; Edge Blend Width changes the biome transition. Adjust them separately, then inspect the underside before painting or placing scatter.
Surface Variation
Enable Surface Variation for deterministic height variation on generated terrain, planetoids and floating-island tops. It is separate from the island’s underside Rock Jaggedness.
| Control | Meaning |
|---|---|
| Strength | Maximum height displacement in metres. Start low to retain the chosen base shape. |
| Feature Size | Approximate size of the largest noise features in world space. Larger values create broader hills. |
| Detail | Number of fractal noise layers, from 1 to 6. More layers add finer variation that needs enough geometry to show. |
| World Seed / Randomize | The seed keeps the pattern deterministic until you edit it or choose Randomize. Retain the seed when you want to reproduce a setup. |
Use Live Preview to compare settings, then judge the full-resolution generated result. Strong variation on a coarse grid cannot produce fine detail, and adding noise is separate from painting surface textures.
Geometry and surface tools
The tool has separate geometry and surface choices. Some brush tools can work together, so you can shape and paint during the same stroke. Path, Mask and Gradient use their own editing workflows. Look at the active buttons and Scene HUD before dragging.
On/off controls are buttons: an enabled geometry control highlights green, while enabled controls elsewhere highlight blue; disabled controls are grey. Path controls use the same green highlight as the other geometry tools. Related actions share compact rows where space allows.
Geometry tools: change the mesh
| Tool | What happens | Useful example |
|---|---|---|
| Sculpt | Raises or lowers vertices along Up, Surface Normal or View Direction. Ctrl reverses the raise/lower direction. | Use Up for ordinary hills; Surface Normal for a planet or a wall; View Direction when working from a particular angle. |
| Inflate | Pushes the surface outward along its local shape; the reversed stroke pulls it inward. | Thicken a rocky bulge or soften a depression. |
| Smooth | Moves vertices toward a smoother arrangement. | Remove sharp bumps after sculpting. Repeated smoothing can soften details you meant to keep. |
| Grab | Drags an affected patch of geometry. | Pull a ridge sideways or adjust a silhouette without rebuilding the whole landform. |
| Cave | Edits the geometry for cavities, tunnels and overhangs, using dynamic topology. | Make an organic opening. Use a tunnel path when you need a planned route and cross-section. |
| Clean-Up | Reduces unnecessary or uneven geometry in the brush area. | Tidy a region that became dense after repeated topology edits. Inspect its silhouette and painted borders afterwards. |
| Path | Uses a curve with editable nodes to make roads, trenches, steps, tunnels or bridges. | Make a repeatable route with a controlled width. See Paths. |
| Mask | Selects faces before applying an operation to that region. | Raise a plateau, build a pillar or flatten a wall. See Face masks. |
Surface tools: change the appearance
| Tool | What happens | Useful example |
|---|---|---|
| Paint | Applies the selected biome or weighted mix of selected biomes. | Add dirt to a path or scatter a controlled mix of rock and grass. |
| Fill | Applies a surface across a connected region of the current biome. | Replace a continuous patch without brushing over every face. |
| Smear | Pulls existing surface weights along the stroke. | Stretch a patch into streaks without choosing a new surface. |
| Blend / Biome Blend | Softens existing biome transitions. | Break up a hard painted edge. It smooths surface weights, not the landform. |
| Gradient | Places biomes using height, slope or a spatial direction. | Put snow near peaks or rock on steep faces. See Gradients. |
| Eyedropper | Samples the surface under the cursor. | Continue painting with a biome that is already on the terrain. |
| Dusting | Paints, blends, clears or fills a dusting mask used by the surface effect. | Mark where a snow or dust overlay is allowed. Configure its appearance in the material’s dusting controls. |
With a multi-biome brush, select the surfaces you want and set their relative weights. Equalize Weights gives them equal influence. Noise can make the distribution less uniform. Try a small test patch before applying a complex mix across the entire terrain.
Dynamic topology and normals
Dynamic Topology adds geometry where an operation needs smaller triangles. Max Edge Length controls when an edge is considered too long: a lower value creates finer geometry and usually costs more processing and memory. It is used for cave/tunnel work and can be enabled for supported sculpting or painting workflows.
Use it when large triangles prevent the shape you want. It will not turn every coarse mesh into an evenly dense grid. Check the wireframe after a large change, and use a reasonable threshold for the scale of your scene.
The global Smooth / Sharp shading button sits beside Scene HUD. Sharp normals emphasise individual polygons; smooth normals soften lighting between them across the terrain mesh. This is separate from the Smooth brush, which moves vertices, and from a scatter variant’s Smoothing Angle.
Select faces and build a shape
- Enable Mask and choose a selection method: Brush for a painted area, Single Face for precise picks, or Flood Island for a connected region.
- Select the faces that form your intended footprint. Hold Shift to remove faces from the selection.
- Use Grow, Shrink or Invert to refine it. Select Slope uses a range in degrees; Select Biome Faces uses the chosen surface ID.
- Choose an operation or a shape preset. Check the affected region before applying it.
- Inspect the result from the side as well as above. Undo and refine the footprint or settings if needed.
Selection and paint boundaries
Brush Drag selects a patch with a Circle or Square footprint; Single Face picks individual triangles; Flood Island selects a connected region. Shift removes faces. Grow and Shrink change the selection by one face ring, Invert selects its complement, and Clear removes the current selection. The counter shows selected faces across tiles.
For procedural selection, set Slope Angles and click Select Slope, or enter a biome ID and use Select Biome Faces. Select All is useful for whole-mesh operations such as face inversion.
Paint Edges applies to the Paint action and auto-painted generated shapes. Sharp keeps a crisp face boundary; Blended softens the surface transition across neighbouring faces. This setting controls the paint edge, while the saved Editing Mask controls where editing is allowed.
Shape, surface and topology actions
| Operation | Meaning | Practical guidance |
|---|---|---|
| Flat Plateau / extrusion | Displaces the selected region. Positive height raises it; negative height lowers it. Taper changes how the sides widen or narrow. | Taper 1 keeps straight sides, below 1 narrows inward, above 1 widens outward. World-up alignment is useful for upright plateaus; surface alignment suits sloping ground. |
| Pillar | Builds a column with Classical, Cylindrical or Square Pedestal styling. | Height sets its reach; tiers/rings and taper change its profile. A bevel can soften the edges. |
| Arch | Builds from the selected footprint using Arch Apex Height, Vault Thickness, Curve Segments and Arch Profile. | Semi-Circular is rounded, Gothic Pointed has a pointed apex, and Segmental is shallower. Align to Surface follows the selection’s average normal, including across tiles; disable it for world-up growth. Dynamic Topology can increase the curve segment count. |
| Boulder | Builds a Faceted Crag, Smooth Dome or Jagged Spire from the footprint. | Height sets size; noise breaks regularity. Start with restrained noise so you can assess the base shape. |
| Bevel | Adds a softened edge to supported generated shapes. | Bevel Extrude Edge rounds the raised rim and keeps the terrain-side base unchanged. Width is clamped for short extrusions or narrow masks; 1 segment makes a chamfer, more segments round it. Pillar bevels soften profile changes and square vertical corners; arch bevels continue down the feet. |
| Invert Faces | Reverses selected triangle winding and surface direction. | Use Select All to turn a closed cube-shaped planet into an inward-facing room. This does not invert the selection. |
| Level | Levels the selected region to an average world-Y height. | Use for a horizontal platform. On a wall or planet, use Flatten if you need the region’s own orientation. |
| Flatten | Flattens the selection relative to its average surface orientation. | Make a planar patch on a tilted surface without forcing it horizontal. |
| Scale Mask | Scales the region around its centre using X, Y and Z factors. | 1 leaves that axis unchanged; use positive factors and small adjustments first. |
| Subdivide Mask | Adds triangles in the selected area. | Use before a detailed edit if the region is too coarse. |
| Fill Hole | Fills eligible holes touched by the selection; the new faces become the selection. | Can repair damaged tile borders when the seam ledger or retained flat-tile border vertices define the missing rim. Intact outer edges remain open. Clear an active editing mask first. |
| Delete Faces | Removes selected triangles and leaves an open boundary. Supports Undo. | Permanent tile-edge faces are protected, including edges with no neighbour yet. Tunnel-mouth nodes remain deletable. Inspect the resulting opening and collider. |
| Paint | Applies the chosen surface to the selected faces. | Give a generated plateau or structure its own biome without a freehand stroke. |
Limit editing to a saved area
- Use the Mask tool to select the faces you want to edit.
- Click Set Mask to save that selection as the editing area.
- With Editing Mask enabled, paint and sculpt within that area. Faces outside it are protected. Shared boundary vertices stay fixed so neighbouring faces and welded tile seams are not pulled apart.
- Toggle Editing Mask off to pause the restriction, then on to resume it. The default shortcut is Ctrl/Cmd + Shift + L; change it in the Hotkey Sheet.
- Use Clear Editing Mask to remove the saved area. This keeps the current face selection.
The saved editing mask is separate from the current face selection. Growing, clearing or replacing that selection does not replace the saved area; use Set Mask again when you want a new boundary. A narrow selection may have few movable interior vertices because its shared boundary must remain fixed.
Clear an active editing mask before extrusion or hole filling. If an operation rebuilds faces while the mask is paused, the tool can clear that saved mask and display a notification. Select the new area and use Set Mask again after the topology change.
Turn a closed shape into an interior
Invert Faces reverses the selected triangles and their surface direction. To create a room from a cube-shaped planet, use Select All in Mask mode, then Invert Faces. Inspect it from inside and check the collider from the side your character will use. The operation supports Undo.
Invert changes which faces are selected; Invert Faces changes the mesh. Normal recalculation and supported subdivision, cleanup and LOD workflows preserve the chosen face orientation. A partially inverted closed surface can have adjacent faces pointing in opposite directions, so inspect the joins after reversing a local selection.
Place surfaces by height, slope or direction
Gradients turn a rule into a surface distribution. Choose your starting and ending biomes, or add ramp stops for several surfaces. The gradient’s position chooses the mixture; strength controls how firmly it is applied, and sharpness controls the transitions.
| Mode | Use it for | How to approach it |
|---|---|---|
| Cone Volume | A local mountain or feature. | Set the base, peak, radius and altitude range. Fit Mountain estimates a useful cone from the active terrain; Snap to Peak moves it to the highest vertex. Tilt and heading let it follow an angled feature. |
| Directional Line | A transition along a chosen direction. | Position the line/arrow handles across the area. The start and end define where the two surfaces dominate. |
| Whole Altitude | A broad height rule, such as grass below and snow above. | Set a height range that actually contains your terrain. A range completely above or below it can produce a single biome. |
| Whole Slope | A steepness rule, such as soil on flats and rock on cliffs. | Choose the slope range and compare both horizontal and steep areas before applying. |
Mountain recipe: first apply a broad grass-to-snow altitude gradient. Add a slope pass for exposed rock, then paint local exceptions. Use a softer strength on later passes if you want some of the earlier distribution to remain.
A cone’s slope/cliff filter can limit its application. Use Live Preview to position the rule before committing it, and reset the cone when starting on a very different feature. A biome’s own colour ramp is a separate control: it colours that biome’s texture detail, rather than setting a world-height snow line.
Roads, riverbeds, steps, tunnels and bridges
Begin with a surface path
- Enable Path and choose Surface.
- Add at least two nodes in Scene view. Move the handles to set the route; add nodes where the curve needs more control.
- Choose Width, blending and a sculpt operation. Keep the first test short.
- Choose Single Biome or a gradient along the route. Use Paint Path if you only need a surface strip.
- Use Create Path for geometry, or Create & Paint when you want both the shape and the surface.
| Setting | What it controls | Example |
|---|---|---|
| Width | The overall corridor width, including its shoulders. The outward blending area adds a transition beyond the core corridor. | Keep a road wide enough for its use, then soften the join to the terrain with blending. |
| Node width scale | A multiplier on the path width at a node. | 1 uses the normal width; enlarge a node to make a wider clearing or junction. |
| Height offset | Moves the intended path height relative to its placement. | Use a small positive offset for a raised route or a negative offset for a shallow channel. |
| Strength | How strongly the geometry moves toward the chosen path profile. | Use a lower value for a gentle first adjustment, then inspect and repeat if needed. |
| Max Height Gap | Limits which nearby source surface can be found for the path. | Increase it when valid terrain is too far from the route to be picked up. It is not the stair riser-height control. |
| Grade and Level | Forms a controlled road-like corridor. | Make a walkable route across uneven ground. |
| Raise Embankment | Builds up the corridor. | Raise a track or bank above the surrounding ground. |
| Carve Trench / riverbed | Cuts a channel into the terrain. | Make a drainage ditch or the bed beneath a painted river surface. |
| Smooth Corridor | Softens the route’s geometry. | Tidy a rough path without selecting a new raised or cut profile. |
| Cross-section | Flat, Crowned or Curved Trench changes the shape across the route. | Crown height raises the centre; trench depth lowers it. Both are geometry distances. |
| Edge smoothing | Softens the outer join to the terrain. | Blend the shoulder while keeping the road centre, stair treads or channel bed distinct. |
| Closed loop | Connects the route back to its beginning. | Use for a ring road; inspect the join at the first node. |
Make steps
Choose the Steps sculpt operation. Step Height is the vertical rise of each step. Step Depth controls its horizontal tread length along the path and can be set independently. Step Bevel controls the amount of edge rounding: low values give sharper edges; higher values give more worn or rounded edges.
Choose height and depth for the size of your character, then inspect the stairs from the side. A bevel should soften an edge without removing the flat tread you need. Add sufficient geometry for the intended spacing; a long stair run on very coarse terrain may need finer topology.
Paint the centre and banks
A path gradient changes the biome along the route. Stop position 0 is the start and 1 is the end. Add stops for sections such as dirt, gravel and rock. Bank controls place a separate biome toward the sides; bank width is a fraction of the half-width, rather than a distance in metres. For example, 0.35 uses the outer 35% of each side’s half-width.
The preview helps show where neighbouring surfaces share influence. Use it to check the banks and transitions before painting. A painted river biome gives you a river-looking strip; carve a bed separately if you need actual channel geometry.
Create a tunnel
Switch to Tunnel and position the route through the terrain. Choose Circle, Square or Flat Bottom Arch for the cross-section. A flat bottom is useful when the tunnel should have a walking surface.
Minimum cover depth is the amount of solid terrain required above the tunnel. A route can be invalid even if its centre is underground, because its full width or height breaks through the outside. Check red or invalid preview regions, move the route deeper, reduce its size, or adjust the cover requirement to suit the intended opening.
Create Tunnel changes geometry; Paint Tunnel changes the wall surfaces. Inspect the entrance, exit and any tile boundaries after creating it.
Create a bridge
Switch to Bridge. Put the ends on the landmasses you want to connect and use intermediate nodes across the gap. Flat Deck makes a simpler deck; Deep Girder gives a deeper structural profile; Arched Underside adds an arch below a flat walking top.
Inspect the bridge from above and below, particularly where it joins each landmass. On a curved world, check that the full span clears the terrain instead of assuming world-up placement will suit every side of the planet.
Choose precise endpoints when needed
Automatic endpoint placement is the default for tunnels and bridges. If you need a specific opening or join, use Pick Start or Pick End to select an endpoint face or connected face patch. Each end is independent, so you can pin only the start, only the end, or both.
Select a connected patch on the relevant terrain object whose boundary matches the opening you want. A square or rectangular patch is useful for a deliberate square end. Clear an endpoint selection to return that end to automatic placement. After deleting or rebuilding faces near a pinned endpoint, check the selection and repick it if the topology has changed.
Work across terrain tiles
Tiles divide a larger terrain into separate mesh objects. The tool’s neighbour and seam handling lets supported edits operate across their shared boundaries, but the objects still need to be registered and enabled for the operation.
- Use a generated tile arrangement or check that the intended borders meet.
- Register the tiles in the target list and confirm the Paint/Sculpt switches.
- Test a small stroke across one seam. Inspect both the geometry and the surface transition.
- For a path, tunnel or generated feature crossing tiles, inspect every affected join after applying it.
- Save all affected tile meshes, rather than only the active tile.
A material’s Seam Blend setting blends texture projections. It does not weld mesh borders or repair a hole. If a seam looks wrong, first decide whether you are seeing a physical gap, mismatched lighting normals or a texture transition; those need different adjustments. Arbitrarily overlapping meshes should not be assumed to form a joined terrain.
Save and optimise your terrain
Keep editing manageable
Build the broad shape before using fine topology. Use smaller brushes for detail, and avoid a very small Max Edge Length across a large area unless you need the extra triangles. Geometry density affects editing cost; texture resolution affects surface memory and quality. Reducing one does not automatically fix the other.
Compatible geometry and surface tools share brush data during a combined stroke. Moving vertices keeps reusable paint buffers, while topology changes, changed seam data and Undo/Redo refresh the affected caches. This happens automatically and needs no extra setting. It reduces repeated preparation; the cost of sculpting, topology and scatter rebuilds still depends on your terrain and brush.
Bake ambient occlusion in Direct Vertex Color
The raycast AO baker adds shading for crevices and contact areas in the Direct Vertex Color workflow. It is not a lightmap and does not replace scene lighting. Bake after the main shape is finished; later geometry edits can make the stored shading out of date.
Ray quality trades bake time for sampling quality. Maximum shadow distance controls how far nearby geometry can influence the shading. Contrast controls how pronounced the result looks. Start with a test bake and avoid crushing every sheltered area to black.
Partition and generate LODs
Chunking divides the terrain into a grid, with options such as 1×1, 2×2, 4×4 and 8×8. Smaller chunks can help Unity show only the relevant parts, but they create more objects and rendering groups. Choose a layout that suits your scene rather than always using the largest grid.
LOD1 and LOD2 are simplified meshes. Their target ratios describe how much geometry to retain: a smaller ratio means fewer triangles and a greater chance of losing small shapes. Unity’s transition thresholds use relative screen height, not a distance in metres. The final culling threshold determines when a group stops being drawn.
The generated collider uses LOD2. Check that stairs, edges and openings still collide as intended. If you use triangle-based surface queries, the surface data must correspond to the collider’s actual mesh and triangle order; data baked for a different mesh can return the wrong surface.
Use Hide Original Mesh when appropriate for the generated result, and check that you are not displaying both versions. Treat chunking and LOD generation as a finishing workflow; it does not automatically make every edit to the original terrain faster.
Save the right assets
| Action | Purpose | Check afterwards |
|---|---|---|
| Save / prefab export | Preserves the terrain mesh and its surface data for reuse in scenes. | Reopen the saved result and verify material references, appearance and collision. |
| Compile Terrain Textures | Builds or refreshes the library’s atlas and texture array. | Check recently edited biomes. Choose resolution, compression and mipmaps for your target hardware. |
| Make Standalone Copy | Creates an independent material/texture setup for a terrain that should be separated from the shared library assets. | Verify that later shared-library changes are not changing the result you intended to keep independent. |
| Bake Surface Data | Stores triangle-to-biome information for gameplay queries. With a scatter profile assigned, also includes placement geometry for runtime scatter on non-readable terrain meshes. | Rebake after geometry, painting, biome ID or topology changes. Match gameplay data to the collider mesh and scatter data to the rendered terrain mesh. See runtime scatter data. |
Material changes affect every object using that material. Duplicating a GameObject alone does not necessarily give it independent assets. Save a separate material or use the standalone workflow when two terrain pieces need different global settings.
Keyboard and mouse reference
The keyboard bindings below are defaults. Use shortcuts while working in Scene view. Context matters: the same key can have a different action in Mask, Path, Gradient or Dusting mode. Typing in an editable field takes precedence. On macOS, Cmd serves the Ctrl/Cmd bindings.
- [ / ] and Shift + mouse wheel adjust brush radius. Ctrl/Cmd + Shift + PageUp / PageDown make fine radius changes.
- Ctrl/Cmd + Shift + Up / Down adjust geometry rate; Ctrl/Cmd + Shift + Left / Right adjust surface opacity. The minus/equal bindings act on the current tool context.
- Ctrl + drag reverses supported sculpt/inflate strokes. Shift temporarily smooths or blends supported brush strokes and subtracts during mask selection.
- Alt + Shift + 1…9, 0 selects a biome within the visible palette group. Tab / Shift + Tab changes palette groups.
- Escape leaves the current special interaction or deactivates the tool; leaving a path mode keeps its nodes. Use Clear Nodes when you actually want to remove the route.
Change shortcuts in the Hotkey Sheet
- Open Hotkey Sheet in the terrain window. Search by action or key, or expand a group such as Tools, Brush adjustments, Mask mode or Path mode.
- Click the action’s key button, then press a new key combination. Modifier keys alone wait for the main key. Escape cancels recording.
- Use × to clear a binding, Reset to restore one action, or Restore Defaults to reset the whole list.
Changes save automatically for your Unity editor user and are shared across projects. Tooltips and the Scene HUD show the current configured keys. If a key conflicts with another action in an overlapping context, the sheet names that action and refuses the assignment. Change or clear the other binding first. Mask, Path and Gradient may reuse a key when their contexts do not overlap; general actions apply across modes.
Mouse gestures and Unity Undo/Redo stay fixed: Shift + mouse wheel adjusts radius; Shift + drag temporarily smooths/blends or subtracts selected faces; Ctrl + drag lowers/deflates; Ctrl + click samples a biome in Paint; Shift + click constrains path nodes to X/Z. Use Ctrl/Cmd + Z for Undo, Ctrl/Cmd + Shift + Z or Ctrl/Cmd + Y for Redo. Typing into an editable field still takes precedence outside shortcut recording.
Complete default keyboard bindings
These are the factory defaults. The Hotkey Sheet shows your current assignments. General bindings apply across modes; Brush bindings also apply in Dusting where supported.
| Default shortcut | Action | Context |
|---|---|---|
| Escape | Deactivate tools / finish endpoint picking | General |
| [ | Decrease brush radius / path width | General |
| ] | Increase brush radius / path width | General |
| Ctrl/Cmd + Shift + PageDown | Decrease radius / path width in fine steps | General |
| Ctrl/Cmd + Shift + PageUp | Increase radius / path width in fine steps | General |
| Ctrl/Cmd + Shift + Down | Decrease geometry speed / cleanup strength | General |
| Ctrl/Cmd + Shift + Up | Increase geometry speed / cleanup strength | General |
| Ctrl/Cmd + Shift + Left | Decrease paint opacity / dusting strength | General |
| Ctrl/Cmd + Shift + Right | Increase paint opacity / dusting strength | General |
| Ctrl/Cmd + Shift + - | Decrease geometry and surface strength | General |
| Ctrl/Cmd + Shift + = | Increase geometry and surface strength | General |
| Tab | Next biome page | General |
| Shift + Tab | Previous biome page | General |
| Alt + Shift + 1 | Select biome slot 1 | General |
| Alt + Shift + 2 | Select biome slot 2 | General |
| Alt + Shift + 3 | Select biome slot 3 | General |
| Alt + Shift + 4 | Select biome slot 4 | General |
| Alt + Shift + 5 | Select biome slot 5 | General |
| Alt + Shift + 6 | Select biome slot 6 | General |
| Alt + Shift + 7 | Select biome slot 7 | General |
| Alt + Shift + 8 | Select biome slot 8 | General |
| Alt + Shift + 9 | Select biome slot 9 | General |
| Alt + Shift + 0 | Select biome slot 10 | General |
| Ctrl/Cmd + Shift + H | Toggle Sculpt | General |
| Ctrl/Cmd + Shift + I | Toggle Inflate | General |
| Ctrl/Cmd + Shift + U | Toggle Smooth | General |
| Ctrl/Cmd + Shift + J | Toggle Grab | General |
| Ctrl/Cmd + Shift + K | Toggle Cave | General |
| Shift + N | Toggle Cleanup | General |
| Ctrl/Cmd + Shift + O | Toggle Path | General |
| Shift + M | Toggle Face Mask | General |
| B | Toggle Paint | General |
| Shift + B | Toggle Dusting | General |
| Ctrl/Cmd + Shift + F1 | Toggle Fill | General |
| Shift + J | Toggle Smear | General |
| J | Toggle Biome Blend | General |
| Ctrl/Cmd + Shift + E | Toggle Gradient | General |
| I | Toggle Eyedropper | General |
| O | Circle brush | Brush |
| U | Square brush | Brush |
| Ctrl/Cmd + Shift + F2 | Diamond brush | Brush |
| Ctrl/Cmd + Shift + F3 | Jitter brush | Brush |
| Ctrl/Cmd + Shift + M | Toggle multi-biome brush | Brush |
| Ctrl/Cmd + Shift + X | Swap primary and secondary biomes | General |
| Ctrl/Cmd + Shift + T | Toggle Dynamic Topology | General |
| Ctrl/Cmd + Shift + W | Toggle Worklight | General |
| Ctrl/Cmd + Shift + Q | Frame active terrain | General |
| Ctrl/Cmd + Shift + L | Toggle editing mask | General |
| Ctrl/Cmd + Shift + Y | Toggle Scene tools HUD | General |
| Backspace | Clear face selection | Mask |
| Ctrl/Cmd + Shift + Delete | Delete masked faces | Mask |
| Shift + = | Grow mask by one face ring | Mask |
| Shift + - | Shrink mask by one face ring | Mask |
| Shift + U | Invert face selection | Mask |
| Ctrl/Cmd + Shift + F4 | Select all editable faces | Mask |
| Ctrl/Cmd + Shift + D | Clear face selection | Mask |
| Shift + W | Select faces within slope limits | Mask |
| Shift + X | Select faces using the configured biome | Mask |
| Enter | Generate selected mask shape | Mask |
| Shift + Enter | Paint masked faces | Mask |
| Shift + S | Scale masked faces using Scale Factors | Mask |
| Shift + L | Level masked faces | Mask |
| Ctrl/Cmd + Shift + F8 | Flatten masked faces to surface orientation | Mask |
| Ctrl/Cmd + Shift + F5 | Subdivide masked faces | Mask |
| Shift + Q | Fill selected hole boundaries | Mask |
| Shift + F1 | Extrusion / plateau preset | Mask |
| Shift + F2 | Pillar preset | Mask |
| Shift + F3 | Arch preset | Mask |
| Shift + F4 | Boulder preset | Mask |
| Shift + F5 | Brush face selection | Mask |
| Shift + F6 | Single-face selection | Mask |
| Shift + F7 | Flood-island selection | Mask |
| O | Circular face selection brush | Mask |
| U | Square face selection brush | Mask |
| Backspace | Clear all path nodes | Path |
| Ctrl/Cmd + Shift + Delete | Delete selected path node | Path |
| Shift + P | Clear all path nodes (alternative) | Path |
| Shift + F1 | Surface path | Path |
| Shift + F2 | Tunnel path | Path |
| Shift + F3 | Bridge path | Path |
| Shift + F4 | Surface path: grade and level | Path |
| Shift + F5 | Surface path: raise embankment | Path |
| Shift + F6 | Surface path: carve trench / riverbed | Path |
| Shift + F7 | Surface path: smooth corridor | Path |
| Shift + F8 | Surface path: steps | Path |
| Ctrl/Cmd + Shift + F6 | Toggle closed path loop | Path |
| Enter | Create and paint path / tunnel, or create bridge | Path |
| Shift + Enter | Paint surface path or tunnel walls | Path |
| Ctrl/Cmd + Enter | Create path geometry / tunnel / bridge | Path |
| Shift + S | Pick start endpoint faces | Path |
| Shift + E | Pick end endpoint faces | Path |
| O | Endpoint selection: circle brush | Path |
| U | Endpoint selection: square brush | Path |
| Ctrl/Cmd + Shift + F7 | Endpoint selection: single face | Path |
| Shift + F1 | Cone volume gradient | Gradient |
| Shift + F2 | Directional gradient | Gradient |
| Shift + F3 | Whole altitude gradient | Gradient |
| Shift + F4 | Whole slope gradient | Gradient |
| Enter | Apply cone / altitude / slope gradient | Gradient |
| Shift + W | Fit cone to active terrain | Gradient |
| Shift + S | Snap cone to highest vertex | Gradient |
| Shift + F1 | Paint dusting | Dusting |
| Shift + F2 | Soften / blend dusting | Dusting |
| Shift + F3 | Clear dusting | Dusting |
| Shift + F4 | Fill biome with dusting | Dusting |
Terms used in these guides
| Term | Plain-language meaning |
|---|---|
| Mesh / vertex / face | The terrain’s shape / a point in that shape / a triangle joining points. |
| Topology | How those points and triangles connect. Subdivision, deletion and tunnel creation change it. |
| Biome | A reusable ground-surface preset, such as grass, snow or rock. It does not automatically place plants, enemies or weather. |
| Biome ID | The preset’s numeric index in the current library list. Read it from your own library; example IDs are not universal. |
| Weight | How much a surface contributes to a mixture. It is separate from the biome’s colour or physical height. |
| Material / shader | The saved appearance settings / the rendering code that uses those settings. |
| Atlas / texture array | Compiled collections of the library’s surface textures, used by the terrain material. |
| Normal map / parallax | Lighting detail / an illusion of surface depth. Neither moves the terrain’s collision geometry. |
| Bake | Calculate information in advance and save the result. Rebake when the source information changes. |
| LOD | A simpler version of a mesh used when it occupies less of the screen. |
| 3D Scatter | GPU-instanced surface objects such as grass, flowers, mushrooms, pebbles or custom meshes placed from Terrain Atlas biome data. See the 3D Scatter Guide. |
When the result is not what you expected
| Symptom | What to check first |
|---|---|
| The brush does nothing | Check the active target, its Paint/Sculpt switches, the active tool, radius and strength. Make sure Scene view has focus and that a text field is not receiving the keys. |
| A brush cannot edit near the mask boundary | Check Editing Mask and the saved area. Shared boundary vertices stay fixed to protect neighbouring faces and welded seams. Toggle the mask off to pause the restriction, or choose a larger area and use Set Mask again. |
| Extrusion or Fill Hole is unavailable | Clear the active editing mask before these operations. Clearing the saved editing mask is separate from clearing the current face selection. |
| A shortcut seems different from this guide | The tables list defaults. Open Hotkey Sheet to inspect your current binding, search for the action and reset it if needed. |
| Painting looks angular | The painted information is tied to mesh geometry. Inspect vertex density, then consider local subdivision or supported dynamic topology. Blend sharpness changes the transition, not the triangle count. |
| A hill is too jagged | Reduce displacement rate, use a broader brush and inspect the topology. Smooth geometry gently; changing normals alone will only change its lighting. |
| A tunnel breaks through the surface | Check its full width/height and minimum cover depth along the whole route. Move it deeper or reduce the cross-section where needed. |
| A gradient paints one surface everywhere | Check that the height or slope range includes the terrain, that the cone overlaps it, and that the ramp stops use the intended biome IDs. |
| A seam appears between tiles | Look for a physical gap first, then check registration, enabled neighbours, normals and material settings. Projection Seam Blend cannot close a geometric gap. |
| The appearance changes on another terrain | Check whether both use the same library, material or texture assets. Create an independent copy if their settings should differ. |
| The character walks through or above a feature | Inspect the collider and whether it reflects the edited mesh. Also check LOD2 simplification if you generated chunk colliders. |
| Gameplay reports the wrong biome | Rebake surface data after changes and match it to the hit collider’s triangle order. Triangle-based lookup needs a valid mesh triangle; a non-mesh collider hit does not silently report biome 0. See the raycast tester guide for the query’s limits. |
| Editing becomes slow | Inspect triangle count, brush reach and dynamic topology settings. Reduce unnecessary density in a copy and measure again; also check texture resolution separately. |
Support
If you need help, describe the result you expected, the control you used, and what appeared instead. Include your Unity version, the selected surface pipeline, and a screenshot of the relevant settings. For a runtime query problem, also include the collider type and when you last baked surface data.
Use the DPT Games contact form or join the DPT Games Discord.