Hello, i’m searching for the best way to update terrain heightmaps at runtime and decided to see what’s the performance with the new system versus the old one. I’ve found that using TerrainCollider.Create() versus the old terrainData.SetHeights() is 3-10 slower. Is this the only function through which you can update terrain heightmaps on an entity?
Whoops, wrong forum. Please delete this thread. Correct thread location TerrainCollider updates with the Unity.Physics