| name | unity-terrain |
| description | Operate on Unity Terrain |
Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
Triggers
- Creating or editing terrain
- Sculpting or smoothing heightmap
- Painting terrain texture layers
- 创建或编辑地形、雕刻或平滑高度图、绘制地形纹理层
Unity Terrain Skills
Guardrails
Operating Mode (v1.9 three-tier):
- Approval (default): query skills (
terrain_get_info, terrain_get_height) run directly. Create/modify skills (terrain_create, terrain_set_height, terrain_set_heights_batch, terrain_add_hill, terrain_generate_perlin, terrain_smooth, terrain_flatten, terrain_paint_texture) are FullAuto — on MODE_RESTRICTED, run the grant protocol; /permission/grant executes the skill server-side and returns the result.
- Auto / Bypass: SemiAuto and FullAuto run directly.
- This module contains no Delete / PlayMode / Reload /
RiskLevel="high" skills — nothing auto-classifies as forbidden. To remove a terrain delete the asset via asset_delete (subject to its own forbidden rules).
Note: All sculpt/paint operations require an existing Terrain in the scene, or use terrain_create to generate one.
DO NOT (common hallucinations):
terrain_set_texture does not exist → use terrain_paint_texture with layer index and brush parameters
terrain_add_tree / terrain_add_grass do not exist → these require Unity Terrain tools or custom scripts
terrain_set_size does not exist → terrain dimensions are set at creation via terrain_create
terrain_import_heightmap / terrain_set_heights do not exist → use terrain_set_heights_batch with a 2D heights array ([z][x] values 0-1)
Routing:
- For terrain material → use
material module on terrain's material
- For objects on terrain → use
gameobject module to create/place objects
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, instanceId, position, size, heightmapResolution, alphamapResolution, detailResolution, 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 |
instanceId | int | No | Terrain instance ID |
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 |
instanceId | int | No | Terrain instance ID |
Returns: {success, startX, startZ, modifiedWidth, modifiedLength, totalPointsModified}
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 |
instanceId | int | No | 0 | Terrain instance ID |
Returns: {success, centerX, centerZ, radius, height, affectedArea}
call_skill("terrain_add_hill",
normalizedX=0.5, normalizedZ=0.5,
radius=0.3, height=0.6, smoothness=2.0)
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}
call_skill("terrain_generate_perlin",
scale=25.0, heightMultiplier=0.4, octaves=4)
call_skill("terrain_generate_perlin",
scale=15.0, heightMultiplier=0.6, octaves=6, persistence=0.6)
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 |
instanceId | int | No | 0 | Terrain instance ID |
Returns: {success, centerX, centerZ, radius, iterations, affectedArea}
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 |
instanceId | int | No | 0 | Terrain instance ID |
Returns: {success, centerX, centerZ, targetHeight, radius, strength}
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 | - | Terrain layer index (0-based; use terrain_get_info to query available layers) |
strength | float | No | 1.0 | Paint strength |
brushSize | int | No | 10 | Brush size in pixels |
name | string | No | null | Terrain name |
instanceId | int | No | 0 | Terrain instance ID |
Returns: {success, layerIndex, layerName, centerX, centerZ, brushSize, strength}
Example Usage
import unity_skills
result = unity_skills.call_skill("terrain_create",
name="MyTerrain", width=200, length=200, height=50)
unity_skills.call_skill("terrain_generate_perlin",
scale=20.0,
heightMultiplier=0.4,
octaves=5,
persistence=0.5,
lacunarity=2.0)
result = unity_skills.call_skill("terrain_create",
name="HillyTerrain", width=200, length=200, height=50)
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)
unity_skills.call_skill("terrain_smooth",
normalizedX=, normalizedZ=,
radius=, iterations=)
unity_skills.call_skill(,
normalizedX=, normalizedZ=,
radius=, height=, smoothness=)
unity_skills.call_skill(,
normalizedX=, normalizedZ=,
targetHeight=, radius=, strength=)
math
heights = []
z ():
row = []
x ():
dx = (x - ) /
dz = (z - ) /
dist = math.sqrt(dx*dx + dz*dz)
h = (, * math.cos(dist * math.pi / )) dist <
row.append(h)
heights.append(row)
unity_skills.call_skill(,
startX=, startZ=, heights=heights)
info = unity_skills.call_skill(, worldX=, worldZ=)
()
Workflow Integration
All terrain operations support workflow undo/redo:
unity_skills.call_skill("workflow_session_start", tag="Create 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)
unity_skills.call_skill("workflow_session_end")
sessions = unity_skills.call_skill("workflow_session_list")
unity_skills.call_skill("workflow_session_undo", sessionId=sessions['sessions'][0]['sessionId'])
Exact Signatures
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.