Terrain tool WAY too fast.

I am at .001 and still instantly spiking the terrain. I have to tap-tap-tap and still get spikes, no matter how soft the brush is or what size… I am trying to make the edges of a trail be slightly higher than the path, but when I try to raise or lower the terrain by a small amount, I am unable to do so.

I have read dozens of forum posts, both here and in the wild, and not one seems to have this problem. It is a complete blocker for me because I have to smooth everything, which just makes mounds and blobs, not realistic ground shapes.

Yes, I have watched tutorial vids, but I am missing something. Probably something like a resolution setting somewhere. It did not always do this, so I am sure I screwed something up. Yes, user error, I accept that. But please help me make Unity work again. Is there a global reset for terrain settings? I would hate to start over on my terrain.

can you post a picture of what your brush settings are for raise and lower? Also are there any error messages being printed in the console?

If you have a speed demon beast of a development machine, it would be useful to set the Editor to a fixed frame rate rather than let it run at 200fps+, which would affect accumulative features like terrain brushes. Think of it like trying to get a nice round number at the gas station pump: a faster pump or higher fuel price makes it harder to get just the little amount you want. Same sort of issue affects accumulative features in other apps as well. But all the solutions I have seen on the web actually don’t work for the Editor’s Scene view.

Thanks for this answer, I am going to try this but it is likely to be right. With my new PC the tool is raising and lowering crazy fast… I don’t know why it never occurred to me that the tool might not be frame rate independent!

Well hopefully @mattb-unity will check with the team to see if this is true. Reducing “strength” to its minimum or having a non-accumulative mode may work around the problem but are not ideal substitutes. The real approach is to accumulate relative to an editor-side Time.deltaTime so it works roughly the same on all machines.

Let me know if setting the Editor to a fixed frame rate fixes it for you.

The thing is, @mattb-unity , there doesn’t seem to be a sure-fire or official way to do that. I mentioned finding approaches; here’s an Answers thread from a decade ago with some ideas on how to use the existing runtime flags, but have seen mixed results over the years. There’s likely some additional [ExecuteAlways] recipe that might work, but it would be good to get an official option.

https://answers.unity.com/questions/300467/how-to-limit-frame-rate-in-unity-editor.html

Oh whoops I misunderstood. Ok I am going to take a look because it doesn’t make sense for the tools to not be independent of frame rate.