Table of Contents

Export To Unity Terrain

This export sends Polaris terrain data back into Unity Terrain objects that are present in the scene. It supports round-trip workflows where you move terrain data out of Polaris for compatibility, further editing, or handoff, then return to Polaris again later if needed.

Access point

Open:

GameObject > 3D Object > Polaris > Terrain Wizard

Then go to:

Export Data > Unity Terrain

How this export behaves

  • The source must be Polaris terrains in the scene.
  • The destination must be Unity Terrain objects in the scene.
  • If no destination Unity Terrains exist yet, you can generate matching ones automatically.
  • Data is transferred from Polaris terrain structures into Unity Terrain height, splat, tree, and grass systems.

What this path can export

  • geometry
  • splats
  • trees
  • grass

Main parameters

Source Polaris Terrains

The Polaris terrains to export from.

  • You can gather all valid source terrains in the scene with Select All.
  • You can also add specific terrains manually or by drag and drop.

Destination Unity Terrains

The Unity Terrain objects that will receive the exported result.

  • If none exist yet, use the Generate Matching Terrains button.
  • Matching generation creates one Unity Terrain per source Polaris terrain, with matching position and terrain size.

Geometry

Exports heightmap and hole data.

From

Chooses how geometry is sampled.

  • Heightmap Texture: samples the Polaris height texture.
  • Mesh Raycast: raycasts against the actual terrain mesh for mimicking faceted geometry.

Splats

Exports terrain layers and control maps.

When this option is enabled, Polaris also resolves splat prototype groups into Unity TerrainLayer assets.

Trees

Exports tree prototypes and tree instances.

Grass

Exports grass prototypes and grass density data.

Things worth noting

  • Mesh Raycast requires the source Polaris terrains to be active in the scene.
  • If inactive terrains are included while using Mesh Raycast, the exported result can contain flat areas.
  • Generate Matching Terrains only creates the destination Unity Terrains. You still choose which data categories to export into them.
  • Splat export depends on Polaris splat prototype groups being converted into Unity TerrainLayer assets during export.
  • Exporting to Unity Terrain is useful for handoff and interoperability, but not every Polaris-specific shading setup maps perfectly.
  • You can return to Polaris later by importing the Unity Terrain data back through the Unity Terrain import path.