MarchingWorld
A Unity terrain generation system built on Marching Cubes — producing smooth, fully dynamic landscapes with organic caves, hills, and seamless terrain transitions. Designed for games and simulations where hand-crafted terrain is not feasible.
What it does
Generates mesh geometry directly from a voxel density field using the Marching Cubes algorithm — producing smooth surfaces from arbitrary 3D data with no polygon seams.
Supports concave geometry and overhangs that heightmap-based terrain cannot represent. Caves tunnel naturally through hills; terrain blends continuously at region borders.
Modify the voxel field at runtime — dig holes, raise terrain, sculpt caves — and the mesh regenerates on the fly. Supports streaming chunk updates to keep physics and rendering in sync.
Designed for real-time use inside Unity — compatible with the physics system, supports LOD, and is optimized for render pipelines including URP and HDRP.
MarchingWorld is in active development. A planned future update will migrate the underlying algorithm from Marching Cubes to Dual Contouring, combined with a VoxelStitching pass — producing sharper feature edges and better handling of thin structures while retaining the smooth-terrain advantages of the current implementation.