EDIT: I have thought of a better way to ask my question:
If I have terrains A, B, and C, where B is the right neighbor of A, and C is the right neighbor of B. Is it possible to have A be the right neighbor of C? (thus forming a loop of terrain neighbors.)
I’m aware of the existence of Terrain.SetNeighbors, but I don’t think it will help me because I need the neighbors to be defined before running the game so I can sculpt the terrain seamlessly.
I’m trying to get my world to wrap around on itself and I have already written code to load/unload and move terrains to achieve that, however there will be height differences where C wraps around to A. (unless I have flat edges)
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Original question below
I have a grid of neighboring terrain objects where each terrain object is in its own scene. When the scenes are all loaded I can use a height brush to get seamless elevation across the neighboring terrains as expected.
What I would like to do is to set the neighbors of the edges of my grid to the terrain objects on the opposite edges of the grid. I’m going for a wrap around effect so I effectively have no world boundaries, but still have a finite space. (I already have a system for loading and unloading the terrains in the proper locations).
Any help on where to start would be appreciated. If I have some egregious misunderstanding about how terrain neighbors work (which I suspect I might) please let me know. Thanks.