Drawing & Shaping
Draw the contour, place knots, and shape the top, the wall and the debris slope.
Drawing a Cliff
The line you draw is the wall foot. The wall grows upward from it, the debris slope spreads to the side of the orange arrows, and the top extends behind it.
- Create Cliff starts drawing. Click to add knots; Backspace removes the last one.
- Enter (or Finish) ends an open cliff. Close Loop (or clicking the first knot) makes a closed one.
- Escape finishes drawing, stops the current tool or clears the selection.
- Shift-click the line, or use Insert Knot, to add a knot. The cliff keeps its exact shape.
- Flip Facing turns the wall to the other side. On a closed loop it makes an inward-facing pit or canyon.
- From Start adds knots before the first knot instead of after the last.
Placing knots
- Point Placement – on colliders (Surface Layers picks which ones: terrain, ground) or on a flat plane at Plane Elevation.
- Grid Snap and Angle Snap – in the Build tab and in the Scene view overlay. Hold Ctrl to place freely.
Shaping the Cliff
The Selected tab edits one of three scopes:
- Entire Cliff – the defaults of the whole cliff.
- Section – the piece between two knots. Its values are strongest in the middle and fade towards the knots, so the cliff never breaks apart.
- Knot – values at one knot, blended smoothly to its neighbours. Tangent Mode sets how the line passes through it: Auto Smooth, Corner, Aligned or Free.
Tick a value to override it for that section or knot; untick it to follow the cliff again.
A – Rim & Top
- Rim Steps – the number of rock terraces on top. Step Falloff makes higher terraces thinner.
- Top Above Steps (m) – how much higher the top is than the highest terrace rocks.
- Open cliffs: Top Depth, Top Ends With (a Slope down to the ground behind, or a short Edge), Back Slope, End Caps and End Taper (the cliff sinks into the ground towards both ends).
- Closed cliffs: Fill Plateau and Plateau Shape – Follow Rim, Level or Dome (a rounded hill top). Top Unevenness adds gentle bumps.
The plateau is a mesh of its own; it never changes a Unity Terrain.
B – Wall
- Wall Height and Wall Lean.
C – Debris Slope
- Debris Height and Slope Angle – the run outward follows from both. Slope Curve makes the slope concave.
- Ground Fit – the debris edge (and, if you like, the wall foot) follows the ground under it. Ground Layers picks what counts as ground; Re-fit To Ground updates the fit after you change your terrain.