Terrain Data Configuration
- heightmapResolution = Height detail level
- size = Terrain dimensions
- alphamapResolution = Texture blend quality
- SetHeights() = Modify terrain shape
✅ Balance resolution with performance needs
Terrain Layers
- diffuseTexture = Main ground texture
- normalMapTexture = Surface detail
- tileSize = Texture repeat size
- maskMapTexture = Advanced blending control
❌ Each layer adds rendering overhead
Trees and Details
- treePrototypes = Define tree types
- detailObjectDistance = Render distance
- detailObjectDensity = Nature density
- RefreshPrototypes = Update changes
✅ Use LOD trees for distant views
Pro Tips:
- Match heightmap resolution to gameplay needs
- Use power-of-two texture sizes
- Implement detail density falloff
- Enable terrain auto-connect for tiling
- Configure LOD transitions carefully
Performance Considerations:
- Monitor terrain draw calls
- Limit active terrain layers
- Use tree billboards for distance
- Adjust LOD bias per platform
- Profile detail render distance