If it has a yellow icon in the console then it's a warning that may occur on some Unity versions. It says that some methods are obsolete, but still needed for the compatibility reasons (for those who are using older Unity versions). If it's a warning it doesn't affect the code compile and execution, it's not an error, and it could be disregarded. I always try to update the online documentation on any code change related with it. It's not always possible with videos, but the docs stored on GitLabs should be up to date. Please let me know if find the outdated information here, but it's definitely not the custom nodes, I've just cross-checked it. And thanks for letting me know that adding 'using System;' directive isn't as obvious as I thought. It's hard to target all of the coders of all the amounts of knowledge, so I might be missing something, but will try to fix it once I get feedback. ajaxlex, Bodyclock, try this CSO script. It should work with multiple splat textures for MicroSplat. It's still under development, but all of the upcoming works are related mostly with MegaSplat. I plan to release it in autumn. I develop it with 2019.1, but hope it will work with 2018 too (however can't guarantee that). Don't know extensions do you mean exactly, but it will have the extended node set compared with the MM1. Mostly it would be the spline nodes, but I assume that some other nodes will have the same functionality with some third-party assets. Yes, I plan to provide the significant discount to MM1 users, however it's amount is still under the consideration. Probably I will release a public beta version some weeks before publishing the final one - some kind of evaluation version, just like the one for MM1. Currently there's a closed beta running - you can take part in it by emailing me your order number. BTW I'm currently started the recording of MM2 video tutorials - unlike MM1 that had a single video describing the scene creation from scratch, I'm going to split it in a dozen of 10-minute tutorials. The first video is nearly ready, and I'm going to upload it soon. It could be helpful for MM2 beta testers, and could be interestingly for others. MapMagic creates the standard terrains, so theoretically any asset working with the terrain could be applied after the MM's generation is done in editor. However, it won't work in the infinite mode, but I guess the problem here is with the generated terrains only?