I am trying to accurately model in Unity a real world terrain that's about 60 square kilometers. I have a height map via terrain.party that came out as a 1081x1081 png. I've changed PNGs to RAW and imported into Unity before, but not at this scale, and I know Unity terrain can't handle that large all at once. So my question really is if I have this process right, or if I should be doing something else - do I splice up the heightmap png into smaller chunks (1,2,3,4) and then put those chunks individually into Unity terrain and then find a terrain stitcher/streamer to handle all those individual chunks (tiles?)? And also if so - how do I know how many chunks to break the heightmap png into? And what values do I match between those chunks and Unity's terrain so that they're scaled correctly? I have no problem buying assets, I'm not trying to build Skyrim or anything here, I just do need a large-scaled to-scale real world spot in Unity and I'm unsure the right way to proceed in breaking up a heightmap and making values match heightmap to terrain, or if I should be looking at another approach entirely. Any help so appreciated, thank you.