Sorry about my other script being a bit confusing. Since the time I posted that code, I have revised some of my methods and have done a bit (a lot) of research. For those of you who want a random terrain in unity, I have come up with a few of the best options for random terrain/world generation techniques and such. Now, before I list these options and some code for each, I would like to explain, that to achieve a smooth running minecraft-like random world/terrain in unity, it isn’t necessarily hard to achieve, but it WILL take time. Depending on how much you want to code on your own, and how much you want to snip off of what I am providing is totally your choice, and you can use the code that I am providing in any way you want. Finally, on to the freakin code and whatnot.
Methods For Random World/Terrain Generation:
1). Voxel World Generation
I really like this method, as it is much easier for survival games. For instance Minecraft (of 7 Days To Die). Minecraft runs on the LWJGL (Light-Weight-Java-Game-Library), as it is much harder to achieve 3-Dimensional graphics and world generation without using LWJGL (it will just take a lot longer to do what you want to do really). The blocks in Minecraft are breakable, craft-able, and place-able. If we were to do this in Unity3D, it would take us longer to achieve a dynamic voxel world (breakable, craft-able, and place-able blocks, trees, etc.), than it would for us to make a randomly generated terrain (default terrain in Unity), but it would allow us to make a highly dynamic world much easier with less hair tearing out, than us making a fully dynamic terrain in Unity. Really most of this doesn’t matter depending on who you are. You may choose what you want, but in the end I really like voxel engines/worlds/terrains, especially the random ones… Our code will be a nice smooth voxel terrain, whereas Minecrafts’ is not.
If after that little article, you still don’t understand what a voxel engine is, then you should check out these links/demos (or if you just want to learn more or screw around):
http://terravol.com/demo1
http://forum.unity3d.com/threads/198651-Tutorial-Procedural-meshes-and-voxel-terrain-C
http://forum.unity3d.com/threads/177573-TerraVol-volumetric-voxel-terrain-system-Dig-holes-amp-caves-in-your-terrains!
http://forum.unity3d.com/threads/93282-Question-about-the-engine-voxel-terrain!
http://studentgamedev.blogspot.no/2013/08/unity-voxel-tutorial-part-1-generating.html
http://studentgamedev.blogspot.no/2013/08/VoxelTutP2.html
http://studentgamedev.blogspot.no/2013/09/unity-voxel-tutorial-part-3-perlin.html
http://studentgamedev.blogspot.no/2013/09/unity-voxel-tutorial-part-4-destroying.html
http://studentgamedev.blogspot.no/2013/10/unity-voxel-tutorial-part-5-3d-voxel.html
http://studentgamedev.blogspot.no/2013/10/unity-voxel-tutorial-part-6-3d-voxels.html
http://studentgamedev.blogspot.no/2013/10/unity-voxel-tutorial-part-7-modifying.html
http://studentgamedev.blogspot.no/2013/11/unity-voxel-tutorial-part-8-loading.html
https://sites.google.com/site/letsmakeavoxelengine/home
A wee bit of code!
Sorry for those of you guys that like C#. I got a bit lazy and wrote in JavaScript. I’ll work on a C# version 
#pragma strict
private var rot : Quaternion;
rot.eulerAngles = Vector3(0, 0, 0);
//Our gameobject
var terraincube: GameObject;
function Start (){
//Our X and Z
for (var px:float = 0; px < 95; px ++) {
//Our Y
for (var py:float = 0; py< 95; py ++) {
var Perlin1 = Mathf.PerlinNoise(px/80, 76);
var Perlin2 = Mathf.PerlinNoise(py/80, 22);
//How many cubes that will be instantiated.
Instantiate(terraincube, Vector3(py-100, Perlin1*90*Perlin2, px-100), rot);
}
}
}
/*************/
/** NOTE **/
//This is not an efficient method whatsoever, this is just an introduction to understanding Perlin Noise.
/************/
Yes, I know for those of you who don’t have top o’ the line PC’s this is laggy, same here. I am going to make some sort of tutorial series on how to make a smoother Voxel Map, but I am really, really tired right now. It is around 1 AM here, so yeah. I am up late… Again… Just remember to attach and add the cubes, please. GOOD NIGHT TO ALL!