Terrain as 3D model. How smart is that?

Hi, I’ve been working on some ideas recently and I’m creating an environment that consists of several floating islands. They are basically floating boulders that are supposed to have grass, couple of trees, small pond etc.

Something like this but on a much smaller scale: LINK!

I’ve just realised that I can’t use terrain editor to add grass and trees so I’m wondering what is the best approach here. Because I’d like my environment to have some wind in it. And also is this ok for overall performance of the game if I decide to model in the grass and trees on the islands?

So…one thing you might do is, go ahead and create the “tops” of the islands as terrains, and model the island bottoms to fit the terrains.

Another idea…go ahead and make the entire mesh as an island. But, position an invisible terrain that matches the contour of the “top” of the island. At that point…you can paint trees, grass, everything else you want. You could replace the default terrain shader with a shader that does nothing, so that the underlying terrain ground isn’t drawn and it’s not much of a performance hit. The biggest challenge would be to create a script that makes the terrain height match the top of the island’s heights. If that makes sense.

It also depends on if your islands are relatively flat or not. But if they are somewhat flat and regular, you can just position terrains underneath them, and create a script that makes the terrain height to match the island ground height. Islands having to be square may be a pain. Probably a bit more complicated than it sounds, but doable I think.

Have a look at the T4M terrain System for Mobile in the Assets store. There you can work with Meshes as Terrain.

Yes, I was thinking about creating invisible “cap”, but I planned to have some caves I can venture in so that kind of poses a problem. T4M looks interesting so I’ll check that out. Thanks.