Memory management about multiple terrains

Hello,
I’m creating a big outdoor environment using small terrains (2000x2000 units → 2km x 2km everyone).
Well, now I’m proceeding by putting those terrains like a grid:

A1 A2 A3
B1 B2 B3
C1 C2 C3

Now the problem is: does Unity automatically manage memory (for geometry and textures) in order to make that grid, or do I need to create a load/unload by hand (via code)? I can do that (I’m a programmer), but is it needed (maybe Unity already manage it).
I use SetNeighbor() function lo “link” terrains, but is it enough?

Thank you for your help!

Unity will keep the planes in the same place and with the same geometry as long as you save your progress. So It will look like it did when you last left it. Unless you delete some of the library.

EDIT: I will try this and see if it actually works because I’ve never had to use multiple terrains before.

you need to load / unload the terraisn yourself, unity loads all into ram thats placed / referenced in the scene, independent on if you see it or not.

and yeah you would need the setneightbor function to get consistent lighting at the terrain borders

Thank you for your replay.
I was thinking… why Unity has a great visual world editor if I cannot use it, since it load everything in RAM?
Is there any good procedure to put items on the editor, but instancing them only when needed (based on some specific properties or via code)?
For example, if I put a lot of buildings on a small terrain, Unity load all buildings when it starts, “eating” a lot of memory. How can I use world editor but without instancing objects at game start?