Search Unity

  1. Unity 6 Preview is now available. To find out what's new, have a look at our Unity 6 Preview blog post.
    Dismiss Notice
  2. Unity is excited to announce that we will be collaborating with TheXPlace for a summer game jam from June 13 - June 19. Learn more.
    Dismiss Notice
  3. Dismiss Notice

Vertical terrain features

Discussion in 'World Building' started by Primoz56, Sep 14, 2020.

  1. Primoz56

    Primoz56

    Joined:
    May 9, 2018
    Posts:
    369
    Hi all,

    So if i use a regular terrain object i can do almost everything, but i'm wondering how do i deal with cases where i have a directly vertical cut off. Say I have a terrain, and i want to 'cut out' a square to place a building halfway into the terrain.

    Is it always handled with covering up with models or do i create a second terrain to handle this or whats the best way?

    Can i just 'hide' a terrain tile or gradient - eg. dont draw the terrain between vertex 5 and 6?

    Thanks,
    Primoz
     
    chanfort likes this.
  2. Flavelius

    Flavelius

    Joined:
    Jul 8, 2012
    Posts:
    945
    Primoz56 likes this.
  3. chanfort

    chanfort

    Joined:
    Dec 15, 2013
    Posts:
    642
    Nice question. Yes, it seems like if you need cliffs or other vertical structures, it may need to use meshes to cover these areas, i.e. I quite like images in this thread which illustrates how mesh is fitted with terrain:
    https://forum.unity.com/threads/add-density-to-vertical-terrain-to-avoid-texture-stretching.187478/

    Holes alone won't do much, it's all about the way how you craft that mesh and how you make it to connect nicely with terrain in places where you need vertical structures.

    I am still wondering if there might be nice ways of doing this fully procedurally :)
     
    Primoz56 likes this.