unity-terrain
Unity Terrain Skills
Note: Terrain operations require an existing Terrain in the scene, or use
terrain_createto generate one.
Skills Overview
| Skill | Description |
|---|---|
terrain_create |
Create new Terrain with TerrainData |
terrain_get_info |
Get terrain size, resolution, layers |
terrain_get_height |
Get height at world position |
terrain_set_height |
Set height at normalized coords |
terrain_set_heights_batch |
Batch set heights in region |
terrain_add_hill |
⭐ Add smooth hill with radius and falloff |
terrain_generate_perlin |
⭐ Generate natural terrain using Perlin noise |
terrain_smooth |
⭐ Smooth terrain to reduce sharp edges |
terrain_flatten |
⭐ Flatten terrain to target height |
terrain_paint_texture |
Paint texture layer at position |
Skills
terrain_create
Create a new Terrain GameObject with TerrainData asset.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
name |
string | No | "Terrain" | Terrain name |
width |
int | No | 500 | Terrain width (X) |
length |
int | No | 500 | Terrain length (Z) |
height |
int | No | 100 | Max terrain height (Y) |
heightmapResolution |
int | No | 513 | Heightmap resolution (power of 2 + 1) |
x, y, z |
float | No | 0 | Position |
Returns: {success, name, instanceId, terrainDataPath, size, position}
terrain_get_info
Get terrain information.
| Parameter | Type | Required | Description |
|---|---|---|---|
name |
string | No* | Terrain name |
instanceId |
int | No* | Instance ID |
*If neither provided, uses first terrain in scene
Returns: {success, name, size, heightmapResolution, alphamapResolution, terrainLayerCount, layers}
terrain_get_height
Get terrain height at world position.
| Parameter | Type | Required | Description |
|---|---|---|---|
worldX |
float | Yes | World X coordinate |
worldZ |
float | Yes | World Z coordinate |
name |
string | No | Terrain name |
Returns: {success, worldX, worldZ, height, worldY}
terrain_set_height
Set height at normalized coordinates.
| Parameter | Type | Required | Description |
|---|---|---|---|
normalizedX |
float | Yes | X position (0-1) |
normalizedZ |
float | Yes | Z position (0-1) |
height |
float | Yes | Height value (0-1) |
name |
string | No | Terrain name |
Returns: {success, normalizedX, normalizedZ, height, pixelX, pixelZ}
terrain_set_heights_batch
⚠️ BATCH SKILL: Set heights in rectangular region.
| Parameter | Type | Required | Description |
|---|---|---|---|
startX |
int | Yes | Start X pixel index |
startZ |
int | Yes | Start Z pixel index |
heights |
float[][] | Yes | 2D array [z][x] with values 0-1 |
name |
string | No | Terrain name |
Returns: {success, startX, startZ, modifiedWidth, modifiedLength, totalPointsModified}
# Example: Create a 10x10 hill
heights = [[0.5 - abs(x-5)/10 - abs(z-5)/10 for x in range(10)] for z in range(10)]
call_skill("terrain_set_heights_batch", startX=50, startZ=50, heights=heights)
terrain_add_hill
⭐ RECOMMENDED: Add a smooth, natural-looking hill to the terrain.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
normalizedX |
float | Yes | - | X position (0-1) |
normalizedZ |
float | Yes | - | Z position (0-1) |
radius |
float | No | 0.2 | Hill radius (0-1, relative to terrain size) |
height |
float | No | 0.5 | Hill height (0-1) |
smoothness |
float | No | 1.0 | Smoothness factor (higher = smoother) |
name |
string | No | null | Terrain name |
Returns: {success, centerX, centerZ, radius, height, affectedArea}
# Add a large smooth hill at center
call_skill("terrain_add_hill",
normalizedX=0.5, normalizedZ=0.5,
radius=0.3, height=0.6, smoothness=2.0)
# Add multiple hills for varied terrain
for i in range(5):
call_skill("terrain_add_hill",
normalizedX=random.uniform(0.2, 0.8),
normalizedZ=random.uniform(0.2, 0.8),
radius=random.uniform(0.1, 0.25),
height=random.uniform(0.3, 0.7))
terrain_generate_perlin
⭐ RECOMMENDED: Generate natural-looking terrain using Perlin noise algorithm.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
scale |
float | No | 20.0 | Noise scale (lower = larger features) |
heightMultiplier |
float | No | 0.3 | Height intensity (0-1) |
octaves |
int | No | 4 | Detail layers (more = more detail) |
persistence |
float | No | 0.5 | Amplitude decrease per octave |
lacunarity |
float | No | 2.0 | Frequency increase per octave |
seed |
int | No | 0 | Random seed (0 = random) |
name |
string | No | null | Terrain name |
Returns: {success, resolution, scale, heightMultiplier, octaves, persistence, lacunarity, seed}
# Generate rolling hills
call_skill("terrain_generate_perlin",
scale=25.0, heightMultiplier=0.4, octaves=4)
# Generate mountainous terrain
call_skill("terrain_generate_perlin",
scale=15.0, heightMultiplier=0.6, octaves=6, persistence=0.6)
# Generate with specific seed for reproducibility
call_skill("terrain_generate_perlin",
scale=20.0, heightMultiplier=0.5, seed=12345)
terrain_smooth
⭐ Smooth terrain heights to reduce sharp edges and create natural transitions.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
normalizedX |
float | Yes | - | X position (0-1) |
normalizedZ |
float | Yes | - | Z position (0-1) |
radius |
float | No | 0.1 | Smoothing radius (0-1) |
iterations |
int | No | 1 | Number of smoothing passes |
name |
string | No | null | Terrain name |
Returns: {success, centerX, centerZ, radius, iterations, affectedArea}
# Smooth a specific area
call_skill("terrain_smooth",
normalizedX=0.5, normalizedZ=0.5,
radius=0.2, iterations=3)
terrain_flatten
⭐ Flatten terrain to a specific height in a region.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
normalizedX |
float | Yes | - | X position (0-1) |
normalizedZ |
float | Yes | - | Z position (0-1) |
targetHeight |
float | No | 0.5 | Target height (0-1) |
radius |
float | No | 0.1 | Flatten radius (0-1) |
strength |
float | No | 1.0 | Flatten strength (0-1) |
name |
string | No | null | Terrain name |
Returns: {success, centerX, centerZ, targetHeight, radius, strength}
# Create a flat plateau
call_skill("terrain_flatten",
normalizedX=0.5, normalizedZ=0.5,
targetHeight=0.6, radius=0.15, strength=1.0)
terrain_paint_texture
Paint terrain texture layer. Requires terrain layers already configured.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
normalizedX |
float | Yes | - | X position (0-1) |
normalizedZ |
float | Yes | - | Z position (0-1) |
layerIndex |
int | Yes | - | Layer index to paint |
strength |
float | No | 1.0 | Paint strength |
brushSize |
int | No | 10 | Brush size in pixels |
name |
string | No | null | Terrain name |
Returns: {success, layerIndex, layerName, centerX, centerZ}
Example Usage
import unity_skills
# === Method 1: Quick terrain with Perlin noise (RECOMMENDED) ===
# Create terrain
result = unity_skills.call_skill("terrain_create",
name="MyTerrain", width=200, length=200, height=50)
# Generate natural terrain with Perlin noise
unity_skills.call_skill("terrain_generate_perlin",
scale=20.0, # Larger scale = bigger features
heightMultiplier=0.4, # Height intensity
octaves=5, # More octaves = more detail
persistence=0.5,
lacunarity=2.0)
# === Method 2: Add individual smooth hills ===
# Create flat terrain
result = unity_skills.call_skill("terrain_create",
name="HillyTerrain", width=200, length=200, height=50)
# Add multiple smooth hills
import random
for i in range(8):
unity_skills.call_skill("terrain_add_hill",
normalizedX=random.uniform(0.2, 0.8),
normalizedZ=random.uniform(0.2, 0.8),
radius=random.uniform(0.15, 0.3),
height=random.uniform(0.3, 0.6),
smoothness=1.5) # Higher = smoother
# Smooth the entire terrain for natural transitions
unity_skills.call_skill("terrain_smooth",
normalizedX=0.5, normalizedZ=0.5,
radius=0.5, iterations=2)
# === Method 3: Create specific features ===
# Create a mountain
unity_skills.call_skill("terrain_add_hill",
normalizedX=0.5, normalizedZ=0.5,
radius=0.25, height=0.8, smoothness=2.0)
# Create a flat plateau on top
unity_skills.call_skill("terrain_flatten",
normalizedX=0.5, normalizedZ=0.5,
targetHeight=0.8, radius=0.1, strength=1.0)
# === Method 4: Manual height control (advanced) ===
import math
heights = []
for z in range(64):
row = []
for x in range(64):
# Distance from center
dx = (x - 32) / 32
dz = (z - 32) / 32
dist = math.sqrt(dx*dx + dz*dz)
# Smooth hill with cosine falloff
h = max(0, 0.5 * math.cos(dist * math.pi / 2)) if dist < 1 else 0
row.append(h)
heights.append(row)
unity_skills.call_skill("terrain_set_heights_batch",
startX=100, startZ=100, heights=heights)
# Query height at world position
info = unity_skills.call_skill("terrain_get_height", worldX=100, worldZ=100)
print(f"Height at position: {info['height']}")
Workflow Integration
All terrain operations support workflow undo/redo:
# Start workflow session
unity_skills.call_skill("workflow_session_start", tag="Create Terrain")
# Create and modify terrain
unity_skills.call_skill("terrain_create", name="TestTerrain")
unity_skills.call_skill("terrain_generate_perlin", scale=20, heightMultiplier=0.5)
unity_skills.call_skill("terrain_add_hill", normalizedX=0.3, normalizedZ=0.3, radius=0.2)
# End session
unity_skills.call_skill("workflow_session_end")
# Later: Undo entire terrain creation
sessions = unity_skills.call_skill("workflow_session_list")
unity_skills.call_skill("workflow_session_undo", sessionId=sessions['sessions'][0]['sessionId'])