Unity terrain guide outlines tradeoffs for world design
Unity’s beginner guide connects terrain techniques to level requirements while promoting its browser-based AI creation platform.

Unity’s beginner terrain guide explains how tiles, heightmaps and voxels shape the worlds developers can build. The practical distinction is geometry: heightmaps assign one elevation to each point, so they cannot represent caves, tunnels or overhangs.
Voxel systems instead use three-dimensional grids of solid or empty cells, supporting those structures as well as destructible ground. For developers, that makes terrain representation a decision tied to level requirements, rather than just visual style.
The guide also covers reusable tiles for 2D levels, splatmaps for surface blending and procedural generation using code, with noise as a common starting point. Together, these sections separate world structure from surface appearance and generation methods.
Unity says AI tools such as Unity Spark are making voxel approaches more accessible. It describes Spark as a browser-based platform for describing games, refining them in a web editor and publishing them for others to play.
- terrain
- level design
- procedural generation
- unity spark


