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	<title type="html"><![CDATA[Infinity Code Forum — Terrain height]]></title>
	<link rel="self" href="https://forum.infinity-code.com/extern.php?action=feed&amp;tid=753&amp;type=atom" />
	<updated>2018-01-23T00:12:48Z</updated>
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	<id>https://forum.infinity-code.com/viewtopic.php?id=753</id>
		<entry>
			<title type="html"><![CDATA[Re: Terrain height]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=3251#p3251" />
			<content type="html"><![CDATA[<p>Hello.</p><p>Technically, this is possible.<br />But as a result, all your terrains will have different &quot;position.y&quot; and &quot;Terrain Height&quot;.<br />This can break the terrain neighbors, and you will see gaps between the terrains.<br /><a href="https://docs.unity3d.com/ScriptReference/Terrain.SetNeighbors.html">https://docs.unity3d.com/ScriptReferenc … hbors.html</a></p>]]></content>
			<author>
				<name><![CDATA[Alex Vertax]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=2</uri>
			</author>
			<updated>2018-01-23T00:12:48Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=3251#p3251</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Terrain height]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=3249#p3249" />
			<content type="html"><![CDATA[<p>Hi,</p><p>Is it possible to generate each terrain piece with the full 16-bit height range? At the moment the tonal range seems to be determined by the height of the source object for all tiles. In my case, this means each tile only uses a small slice of the available 16-bit colour range, making them bumpy to move over.</p><p>Any help appreciated!</p><p>Best regards,<br />Rob</p>]]></content>
			<author>
				<name><![CDATA[rob]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=637</uri>
			</author>
			<updated>2018-01-22T21:40:55Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=3249#p3249</id>
		</entry>
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