The smallest size of the slices you will be able to produce will depend on the resolution of your base terrain. If you can provide those, I can tell you what the smallest terrain you can produce is. I'll need the heightmap, basemap, control texture resolution, as well as the detail resolution and detail resolution per patch. The reason for this is that the slicing process divides your resolution based on the number of slices produced. So if you had a heightmap of 1025 on your base terrain and sliced it into a 4 x 4 grid, the resulting slices would have heightmaps of 257. There are minimum values for each resolution (33 for heightmaps, 16 for base and alphamap. The detail resolution minimum is calculated as current detail resolution divided by detail resolution per patch, as Unity will not allow you to have a terrain with a detail resolution smaller than the detail resolution per patch) that a terrain must have, so unfortunately this means the terrain can only be divided a certain number of times. As for your other questions, each slice is an individual terrain, yes, so you can manipulate it without affecting any other terrain. It will generate objects in the scene hierarchy if that is what you mean, although that could potentially cause issues since you will be producing an extremely large number of terrain. For this reason, the tool also has support for creating prefabs in your project hierarchy, and then you can skip adding the terrains to the current scene (although you could both add them to the scene and produce the prefabs, as I just noted, this could cause issues). Finally, the tool supports alternate naming conventions, which you may need to make use of if World Streamer requires the terrain slices to be named a certain way. Thanks for you interest!