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Skill · Version 1.0.0

Unity terrain and world authoring

Creates repeatable Unity terrain and modular environments around playable movement and navigation. Preserves hand-authored details while checking generation rules, foliage cost and scene-loading boundaries.

unity-terrain-world-building

Agents using this skill

See how it helps

When is it useful?

Use it when procedural terrain, modular levels or foliage must be regenerated without destroying deliberate manual work.

What does it help you do?

  • Records generation seeds, inputs and ordered stages reproducibly.
  • Checks traversal dimensions and navigation before decoration.
  • Preserves authored overrides and measures foliage, LOD and streaming costs.

Try asking this

Generate a Unity forest route from a recorded seed using modular bridges and foliage. Preserve hand-placed quest objects when regenerating, verify doorways and jump gaps, and test NPC reachability. Profile the densest viewpoint and cross a world-chunk boundary in a player build before claiming that loading and memory are acceptable.

Detailed documentation

Read the skill’s original instructions, examples and checks in their authored language.

Details…Show less

Terrain and Repeatable World Building

Inspect Unity, Terrain/ProBuilder/Splines packages, target memory budget, traversal speed and the character/camera dimensions. Establish world scale, kit grid and terrain/texture resolutions before generating detailed content.

  • Keep a reproducible recipe: seed, parameters, source assets and ordered generation stages. Regeneration should preserve authored layers/overrides intentionally and avoid replacing unrelated assets.
  • Persist and reference generated TerrainData, materials and prefab assets through supported Editor APIs. Preserve GUIDs and instance overrides; preview bulk placement/replacement before applying it.
  • Make blockout dimensions serve movement and cameras. Check doors, steps, slopes, headroom, jump gaps and connected traversal before adding decoration; rebake and query navigation where NPCs need it.
  • Use placement rules for slope, height, spacing and exclusion zones. Validate the output rather than treating noise, erosion or WFC success as proof of a playable level.
  • Choose foliage representation and LOD/culling from target captures. Check alpha overdraw, shadow cost, popping, terrain tree behavior and worst viewpoints; triangle count alone is insufficient.
  • Add scene streaming only where memory/loading constraints justify it. Give persistent services and shared lighting a clear owner, and bound asynchronous load/unload, activation and asset-release work.

Verify regeneration with the same seed, preservation of authored content, navigation/connectivity, coastline/world-boundary recovery and a worst-viewpoint profiling tour. Test loading in a player before claiming streaming performance.

Reference: Unity Terrain and installed world-authoring package docs. The upstream generation scripts are not bundled or assumed present.

Included files 2

  • LICENSE.txt
  • SKILL.md