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We did implement huge terrains in Unity5 by processing SRTM data for the whole earth into height-maps for TerrainData objects with different Levels of Details[1]. There are a couple of things to consider: The very edges of the height maps need to overlap by at least one sample and you need to position your terrains accordingly. Terrain.SetNeighbors will ...


I am gonna go on a whim and say that you are using Voxels, because you want to be able to dig holes and tunnels live. Storing a world who's state can forever change as a .obj would not be a good idea. For your sanity, and your customer's sanity you would be better off choosing a different format style. First step, split the world up into chunks. If an area ...

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