The Problem I've come across an issue when painting terrains after I upgraded to Unity 2019.3.4. It appears that this version of Unity (and all future versions as far as I'm aware) have adjusted the proportional "strength" of detail painting for terrains and also locked down the target strength setting to set intervals in the inspector. I have documented my findings in this post. This has posed a problem for me in regards to painting grass, as I can no longer paint small amounts of details at the same granularity that I used to. Here is a comparison to demonstrate what I'm dealing with: Unity 2019.2: Unity 2019.3: Essentially, the problem boils down to the fact that .0625 is now the lowest value allowed for target strength, and the "final" painted strength is much larger than .0625 used to be. In order to paint like I used to, the final paint strength must either be reverted back to how it was before, or the target strength value must become "unlocked" so that I can adjust the strength below .0625 to account for this extra weight. Potential Solution I have already submitted a bug report earlier this week (Case 1227935) but have not heard back from the testing team. Of course I don't blame them considering the virus situation. So instead of waiting on a Unity update to make an adjustment, my idea is to simply extend the paint tool to use a custom "target strength" value, which will be fully unlocked instead of set into intervals like the value is now. Either that or some sort of multiplier which adjusts the final target strength that is used for the paint operation. The problem is, I haven't done much Editor extension, and it appears that there is no way to access this specific piece of Terrain Inspector data. There is a SetDetailLayer() method for TerrainData. But in order to use it effectively I would need to reference the detail prototypes and do a lot of work matching them and adjusting the entire splatmap used by each. I found this experimental Terrain Paint Tool API, which seems to be way to add new terrain painting tools. But looking through it, it seems like it relies on TerrainPaintUtility which does not include any PaintContext helper method for editing Terrain details, only heightmap, holes, and textures. I'm not sure if it could be used for that purpose, and even if it could I would have to re-implement everything already offered by the detail paint tab--referencing prototypes, opacity painting, etc. Regardless, both of those options appear to necessitate rebuilding the detail paint tool. It would be much easier if I could just hook into the existing paint tool, but so far I've found nothing that could allow that. The Terrain editor UI only appears when the inspector is not in Debug mode, so there's no way to manually adjust the target strength like that either. I'm open to any suggestions or ideas on how I could go about unlocking this target strength, or adding an additional value to modify the detail paint tool instead of completely rebuilding it. Thanks!