Hello, I designed a big scene (i.e. terrain) using Blender. When I import this terrain to unity, I do occlusison culling, but it does not perceive it as unity’s own terrain. Therefore, the culling operation does not work in Blender terrain. Then I divided this terrain into parts in blender and transferred it to unity in this way, it works but it only happened in the parts I divided. It takes a lot of time to divide a large terrain and painting this terrain becomes very difficult.
How do you think I can transfer this terrain to unity as a terrain object without divide it?
Terrain in Unity is a special Unity-only thing, essentially a very performant heightmap and geometry tesselation system.
You could possibly feed terrain heightmap data in from your Blender object but that would be a lot of work and probably would not get you what you want in the end.
You might want to consider making a tool that spatially chops it up, either at level load, or else at asset import time. This would enable you to continue working on it as a single large texture in Blender, but then chop it up into multiple GameObjects automatically. There are probably open-source geometry partitioning examples out there. Procedurally manipulating geometry in Unity is pretty easy once you get the basics down. You’re welcome to look around my MakeGeo repository for examples of procgen stuff.
MakeGeo is presently hosted at these locations:
Thank you for answering. I found a method for this reason I replied late. This method converts any object in blender to unity terrain. But there was some small detail that I have to make to understand well.I tried to understand and Currently doing my job. If you want to watch the link is below.
https://www.youtube.com/watch?v=yVwt33sSUyQ
Thank you, Have a nice day