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!).