Terrain Importer Features
Import Tile Sets of (theoretically) any size
By creating terrain prefabs out of your import files rather than generating
the terrains in the
scene (though both options are available, and can be used simultaneously), Unity's
editor memory limitation can be circumvented.
Import one more more RGBA Splat Maps or a full coverage texture
The import settings for the splats are automatically configured prior to being
applied to the generated
Terrain. Any image format that can be converted by Unity to a Texture2D should
be supported. You can also import a single
texture and have it stretch across the entire terrain rather than importing
a splatmap. Texture importing also works for tile sets, so you can apply different
splat maps or "stretched" textures to each tile in the set.
Import Height Maps under a variety of supported extensions
.raw, .r16, .r32, .ter, .tif/.tiff formats are all supported. Additional height
map extensions may be added in
the future.
Import sub regions of files
There is no need to import the full heightmap file; you can now import a sub
region of the file instead, which in turn
makes using super sized files possible (note, the sub region must be a power
of two + 1 value and can not exceed
the max allowable heightmap size of Unity).
Import into existing terrain
Import your heightmap or splatmap/terrain texture into an existing terrain,
and choose which settings are
overwritten on the existing terrain, and which are preserved. This functionality
also allows you to use the tool
as a mass terrain settings adjuster, as you can choose to not import a heightmap
and just modify the settings of a
large amount of terrain at once.
Auto Scaling
Scaling is performed automatically when import data resolutions do not match
output terrain resolutions. This allows you to scale up/down
your input data to create terrain that is of a higher/lower resolution, with
minimal loss of data. This technique also makes possible the
adjustment of the heightmap and/or splatmap resolution of existing terrain.
This is done by disabling heightmap/splatmap importing from external
files, which forces the importer to utilize the existing terrains heightmap/splatmap
data as the import source. This source data is then scaled
up or down to match the new resolutions that you set, which stops the existing
heightmap/splatmap from being cleared (resulting in a flat terrain, or
a terrain with a single color). You can use this technique to change the heightmap/splatmap
resolution of one ore more terrain at once!
Import Settings are stored as Scriptable Object Assets
This allows for quick and easy re-importation. You can also create a base
file which stores common import settings (such as the location where you import
files are located on your machine), and then duplicate
this file to generate new import settings that require less configuration.
Generate Prefabs for your terrains automatically
The tool takes care of everything.
Configure the Terrain Settings for all imported terrains
This is incredibly useful when importing tile sets (imagine having to
change the Pixel Error/Detail Distance/Tree Distance/etc. for every terrain
in the tile set after import!).