Table of Contents

Terrain


Global streaming budget settings for terrain detail rendering. These apply across all terrains in the scene.

Property Type Default Description
Terrain Max Uploads Per Frame int 16 Maximum detail chunk uploads per frame across all terrains. Lower values give smoother frame times but slower loading.
Terrain Max Unloads Per Frame int 16 Maximum detail chunk unloads per frame across all terrains.
Terrain Max Concurrent Jobs int 32 Maximum detail extraction jobs in flight simultaneously across all terrains.
Terrain Complete Jobs Same Frame bool false Force extraction jobs to complete on the same frame they are scheduled. Eliminates pop-in at the cost of a per-patch main thread stall.
Allow Async Detail Loading bool true Reads the terrain heightmap and holes textures through an async GPU readback instead of blocking on the result. Removes two main-thread stalls per terrain at init — useful when streaming terrains in at runtime. Trade-off: details don't start streaming until the readback lands a few frames later. Turn off if you need details present immediately on the frame a terrain initializes.
Terrain Skip Throttle On Start bool false Bypass the upload throttle on the first frame so all in-range patches load immediately. Causes a one-time hitch but no pop-in.
Terrain Unload Hysteresis float 10m Extra distance beyond the detail render distance to keep patches loaded, preventing rapid load/unload cycles at the boundary.
Terrain Detail Object Motion Vectors bool false Enables per-object motion vectors on terrain details. When disabled, terrain details fall back to camera motion only (matching default Unity behavior). See Motion Vectors.
Cull Details At Detail Distance bool true Hard-culls detail instances beyond the terrain's detail object distance. Prevents visible gridding artifacts caused by detail chunk size.
Allow Texture Grass bool false (URP only.) Renders texture-mode terrain details (DetailRenderMode.Grass and DetailRenderMode.GrassBillboard) through BRG. When enabled, the texture grass shader is serialized into the config so it ships in player builds. Leave off if all your detail prototypes are mesh-based.
Enable Terrain Tree Selection bool true (Editor only.) Enables click-to-select for terrain trees in the Scene View. Spawns a temporary proxy GameObject for transform editing.
Auto Bake Pre-Extracted Terrain Data On Build bool true (Editor only.) During a player build, extracts terrain data into any assigned Pre-Baked Terrain Data asset so the build loads it instead of reading back from TerrainData. The data is written into the built scene only — the project asset is left empty, so nothing large reaches version control. Terrains with no asset assigned are skipped. See Pre-Extracted Terrain Data.

Per-terrain settings like chunk size, streaming toggle, and crossfade snapping remain on the BRG Terrain Registerer component.