Facet is a low poly and blocky / voxel Terrain generator and editor (Scene and Runtime). It comes with Spawners, Splines, Water and a Skybox with Day, Night, Cloudy and Sunset mode. Convert Unity Terrain to Facet in Seconds
Demo and Documentation
(Walk trough generated Terrain and edit in a Runtime example)
Tutorial Terrain Generation
Tutorial Splines
Tutorial Skybox and Water
Tuorial Terrain Conversion
Tutorial Runtime
WHAT YOU GET
- Full Low Poly & Blocky Terrain Editor: Build the Terrain of your dreams for your low poly and voxel game
- Three looks, one dropdown: Faceted hills, terraced plateaus, or blocky voxel steps. Switch any time.
- Sculpt in the editor: Raise, lower, smooth, flatten, noise and colour brushes, in circle, square or diamond shapes.
- Sculpt in your game: Drop in one component and your players can reshape the world in a build.
- Roads and rivers with splines : Ctrl-click a path, press Apply. Presets for roads, rivers, ramps, trails and embankments. Automatic color & Prefab readjustment
- Paint where the forest goes: Paint a colour on the ground and your trees grow exactly there.
- Props follow your terrain: Sculpt a hill and the trees on it move with it instead of floating.
- Day to night sky: Day, sunset, night and overcast, with smooth transitions, drifting clouds and a matching directional light.
- Stylised water: One click, scaled to your terrain automatically.
- Wind that looks right: Foliage sways while trunks stay planted. Shadows sway with it.
- Convert your Unity terrain: Heights, trees and colours carried across, with full control over how the colours are mapped.
- Recolour a whole map in seconds: Change one palette colour and the entire landscape updates, with no rebuild.
- Free props to start with: Trees, bushes and rocks, so you can build something before buying anything else.
- Ready for mobile: Level of detail with seamless chunk transitions, one material for the whole terrain, and a diagnostics window that tells you which number actually matters.
WHY IT LOOKS BETTER
Facet builds terrain from real meshes, not a height map with a shading trick. Every triangle owns its vertices, so the hard edges are in the geometry itself. Shadows, lightmaps and prop alignment all follow automatically, and you can export the result.
Colour lives per quad and comes from a palette, which is why grass meets rock in a crisp jagged line instead of a soft blend. One Terrain only takes one Material.
THE THREE LOOKS
- Faceted: Rolling hills with irregular, hand-modelled looking triangulation.
- Terraced: Plateaus joined by steep flanks. The stepping is applied to the height field rather than the geometry, so the mesh stays continuous and terrace edges follow the landscape instead of snapping to a grid.
- Blocky: Voxel steps with vertical walls. Add jitter and the walls stop being axis aligned, giving hand-cut blocks that look carved rather than assembled.
SPLINES THAT CLEAN UP AFTER THEMSELVES
A river carves through hills without filling the valleys it crosses. A road clears the trees standing in its way and settles the survivors onto its new banks in one action.
Every stamp stores the ground it replaced, so you can take a road back out weeks later with one button.
THE CONVERTER
Heights transfer exactly. Trees carry over with their positions, rotations and scales as editable scatter layers.
The old terrains colours are the interesting part. A splat map blends several layers at every point while a facet holds one flat colour, so the converter shows you the decision instead of guessing: a table of every source layer with the colour it becomes, all of it overridable. Your source terrain is disabled rather than deleted, so you can compare and go back.
EVERYTHING IN ONE WINDOW
Create a terrain, convert one, lay splines, set up scatter, generate props, apply sky and water, add runtime editing, find the docs. Your first terrain is a three-step wizard that will not let you skip a step.
REQUIREMENTS
- Unity 6.0 or newer
- Universal Render Pipeline
GOOD TO KNOW
Height field based, so no caves or overhangs. Splines shape the terrain rather than generating road meshes or bridges. Runtime sculpting has no built-in undo history. Colour transitions are scattered rather than blended, by design.