23 January 2026
Creating breathtaking procedural terrains in Unity and Godot is a dream come true for game developers and enthusiasts. Whether you're building an open-world RPG, endless runner, or even a survival sandbox, procedural terrain generation is like the magic wand that brings your imagination to life. But let's be honest—it can also feel a bit daunting if you're getting started.
Don’t worry, though! I’m here to break it all down step by step, so you can craft your stunning landscapes without breaking a sweat. Grab a cup of coffee (or energy drink), and let’s dive into this amazing world of algorithms, code, and creativity.
Why is this cool? Well, it saves you hours of manual work, adds infinite replayability, and gives your game that “wow” factor. Think of it like baking cookies—you’re letting the machine roll the dough and shape the cookies, but you still get to decide what flavors and toppings to sprinkle on top.
Now, let’s explore how this magic unfolds in Unity and Godot.
Both engines let you generate procedural terrains, but the approach differs slightly. Unity leans heavily on C
1. Download Unity Hub: If you haven’t already, grab Unity Hub and download the latest version of Unity.
2. Create a New Project: Start a new 3D project since terrain generation works best in 3D environments.
3. Prep Your Environment: Make sure you have a clean scene—no distractions but the all-important Main Camera and Directional Light.
Unlike pure randomness, Perlin Noise looks organic, meaning it creates gradual shifts rather than abrupt changes. This is critical when building terrains that need to flow realistically.
1. Create a New Script: Go to your project’s Scripts folder (or create one if it’s missing), and create a new C
Here’s a simple example of using Perlin Noise:
csharp
using UnityEngine;public class TerrainGenerator : MonoBehaviour
{
public int width = 256;
public int depth = 256;
public int height = 20;
public float scale = 20f;
void Start()
{
GenerateTerrain();
}
void GenerateTerrain()
{
Terrain terrain = GetComponent();
terrain.terrainData = GenerateTerrainData(terrain.terrainData);
}
TerrainData GenerateTerrainData(TerrainData terrainData)
{
terrainData.heightmapResolution = width + 1;
terrainData.size = new Vector3(width, height, depth);
terrainData.SetHeights(0, 0, GenerateHeights());
return terrainData;
}
float[,] GenerateHeights()
{
float[,] heights = new float[width, depth];
for (int x = 0; x < width; x++)
{
for (int z = 0; z < depth; z++)
{
heights[x, z] = CalculateHeight(x, z);
}
}
return heights;
}
float CalculateHeight(int x, int z)
{
float xCoord = (float)x / width * scale;
float zCoord = (float)z / depth * scale;
return Mathf.PerlinNoise(xCoord, zCoord);
}
}
Run this script, and boom! You’ve got yourself a hilly terrain ready to explore. Tweak the values for width, depth, and height to customize your world.
1. Create a Script: Add a new GDScript to your scene. Let’s call it `TerrainGenerator.gd`.
2. Start Writing the Code: The following code uses a `PlaneMesh` to generate terrain:
gdscript
extends MeshInstanceonready var noise := OpenSimplexNoise.new()
export var width: int = 100
export var depth: int = 100
export var height: int = 20
export var scale: float = 20.0
func _ready():
generate_terrain()
func generate_terrain():
var mesh := PlaneMesh.new()
mesh.size = Vector2(width, depth)
var surface := mesh.surface_get_arrays()
var vertices = surface[0]
for i in range(vertices.size()):
var x = i % (width + 1)
var z = i / (width + 1)
var y = noise.get_noise_2d(x / scale, z / scale) * height
vertices[i].y = y
surface[0] = vertices
mesh.surface_set_arrays(0, surface)
mesh.update_gizmos()
self.mesh = mesh
This code dynamically adjusts the heights of a `PlaneMesh` based on noise values, creating a natural-looking terrain.
3. Tweak the Parameters: Experiment with the `scale` and `height` values to adjust the ruggedness of your terrain.
1. Add Textures: Use materials and shaders to give your terrain some personality. Think grass for plains, rocky textures for mountains, and sand for deserts.
2. Combine Noise Layers: Mix multiple layers of noise (think of it like stacking pancakes) to create more intricate landscapes with cliffs, smooth valleys, or even craters.
3. Performance Matters: Keep an eye on performance! Generating massive terrains can tank your frame rate. Consider using LOD (Level of Detail) techniques or chunk-based loading for optimization.
So, what kind of world will you create next? A serene forest? A desolate alien planet? The sky (or the algorithm) is the limit!
all images in this post were generated using AI tools
Category:
Game EnginesAuthor:
Emery Larsen
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2 comments
Maggie Benson
Exciting tutorial! Can't wait to explore!
January 25, 2026 at 4:50 PM
Nolan McIntire
Creating procedural terrain can be a fascinating journey, blending creativity with technical skills. Whether you're using Unity or Godot, remember that it's okay to face challenges along the way. Embrace each step as a learning opportunity, and don't hesitate to seek support from the community. Happy developing!
January 23, 2026 at 5:22 AM