There are several reasons for this, but chiefly is that Daggerfall terrain textures work very differently from Unity. This article shows how continuous height map data generated by world readers is injected into scene as continuous meshed terrain and how terrain is landscaped into flat areas for cities.įirst up, I have chosen not to use Unity’s native terrain system. In the first part of this series, we looked at how the world in Daggerfall is constructed from multiple 1000×500 pixel maps, and how procedural techniques can be applied to add more fine detail to Daggerfall’s height map.