Hello Unity community, I'm currently working at a project in my company where we are required to build a terrain based on already existing objects / roads. We have a data file from which we create roads and this is heavily required by our customer, this cannot change. The import works fine. We have a working importer which creates meshes for us and look totally fine. These roads itself are fine but we need some terrain between / underneath them. The usual workflow of level / world designers is: Create a terrain and put some objects / roads on it. Our workflow: Create roads / objects and then create the terrain. So our requirements are like "put the terrain under the roads" not "put the roads on the terrain". Does anyone know a way we can "easily" archiev this? I first tried to create a heightmap image based on the roads heights and lows but it seams kind of complex if you go further down the line. Questions I have/had while implementing this are like: What about tunnels What about cliffs where two roads are distant 5m on the x-axis and 20m on the y-axis from each other? How about random mountains / hills are they possible? Can this be deterministic? I also tried to look at the diamond squad algorithm but I don't know (not even tried) whether this can help for "objects first" aproaches. Requirements Mostly automatic (minor manual adjustments are fine) Road first (due complex requirements) Optimum: Importer creates the same terrain every time (not random) Tools available Gaia Unity 2018.3b10 (with new terrain tools) Please contribute any idea even if it's not a fully working one. I'm grateful for every helping idea.