One of the easiest mistakes to make when you first think about building an open-world game is imagining the problem as:

How do I make one enormous map?

That sounds reasonable. It is also slightly dangerous.

The games we think of as “one huge world” are usually not treated internally as one enormous piece of terrain sitting there permanently, fully loaded, waiting for the player to walk across it.

The Reddit Question#

A beginner on r/Unity3D asked how developers build a city map like Los Santos and whether the map is made in pieces, squares or circles. The strongest reply was essentially yes: large games commonly divide maps into chunks that load dynamically around the player, then layer buildings, roads and other props on top. It also pointed out the part procedural-generation marketing can hide: enormous worlds still involve a lot of human work.

The embed above is served by Reddit. If a privacy extension blocks it, open the original discussion directly.

A Giant Terrain Is Not a Giant World#

Terrain is only the foundation. Streaming, vegetation, roads, LOD, persistence and simulation are what turn land into a playable world.
Terrain is not the whole world.

Suppose you generate a beautiful 20 km landscape: mountains, forests, rivers, grass, valleys and a suitably dramatic ruined castle. Congratulations. You have terrain. You do not necessarily have an open-world system.

A playable world is a stack

Terrain / geometryChunkingStreamingVegetationRoadsLOD & cullingMemoryPersistenceAI / navigationPrecisionLightingWorld simulation

The difficult question is not simply “how big is the terrain?” It is “what is loaded right now, what can sleep, what can become cheaper, and what must still be remembered when the player comes back?”

Chunks: The Basic Trick Behind Huge Worlds#

Chunk streaming keeps nearby regions detailed while distant or irrelevant regions simplify or unload.
Chunks and streaming around the player.

The fundamental idea is simple: break the world into smaller regions. Those regions might be terrain tiles, mesh chunks, additive scenes, Addressable areas, grid cells or a custom representation.

Player movesPosition becomes the streaming reference.
→
Nearby chunks loadTerrain, props and simulation become active.
→
Distant chunks simplifyLOD, culling or lower-cost representations take over.
→
Old chunks unloadMemory is released while world state is preserved.

A recent Unity example on Reddit uses around 30 base chunks with variation systems, seed-based routes and points of interest, plus lazy loading, chunk loading/unloading, LOD and asset-reference loading around the player. The author also confirmed that floating-point precision still required periodic world shifting.

The Floating-Point Problem#

Floating-origin systems periodically re-center the world so very large coordinates do not erode precision.
Floating origin and precision management.

Unity GameObject transforms use floating-point coordinates. Close to the origin, that is usually fine. As the player travels farther away, the precision available for representing tiny positional differences decreases. Eventually you can see instability in camera movement, physics, joints, particles, placement and other systems.

Unity’s own public world-building discussions have included requests around large-world precision, terrain management and floating-origin workflows. This is a separate engineering problem from simply generating more terrain.

Runtime Generation Adds Another Layer#

Then there is a different category entirely: generate the world while the game is running. Instead of storing the whole environment beforehand, the game creates or assembles areas when they are needed.

Another recent Reddit developer spent more than eight months building a runtime world-generation system with mesh-based terrain, biomes, roads, vegetation, water, weather, day/night and continuous streaming. That kind of project demonstrates why “world generator” can mean something much larger than terrain sculpting.

Visual Scale Is Also an Optimization Problem#

A huge environment is not only a coordinate and loading problem. It is a rendering problem. Far-away vegetation does not need the same geometry, shadows or simulation as vegetation two metres from the player.

LOD meshesBillboardsImpostorsGPU instancingOcclusionDistance cullingReduced shadowsLower simulation

The illusion of a huge world survives because distant things get cheaper. The player sees continuity. The engine sees budgets.

Five Practical World-Building Routes in Unity#

Five different routes for Unity world building, from free terrain authoring to runtime procedural streaming.
Five useful Unity world-building routes.

The numbering below is not a best-to-worst ranking. These tools solve different parts of the problem. Unity’s free route comes first because it is the correct baseline for understanding what commercial tools are actually saving you from doing manually.

01. Unity Terrain + Terrain Tools#

01

Unity Terrain + Terrain Tools

Official terrain authoring

PriceFree

The cleanest starting point for learning Unity terrain and building your own large-world architecture.

What it gives you

  • Sculpt and paint Terrain
  • Noise, erosion and advanced brushes
  • Heightmap / splatmap workflows
  • Multiple Terrain tiles
  • No third-party dependency

Limitations to understand

  • Not a complete streaming framework
  • No automatic large-world precision solution
  • Persistence, simulation and world logic remain your job
View official listing / documentation →

This is the route I would recommend first if you are still learning. It teaches the actual building blocks without hiding them behind a commercial workflow. The trade-off is that the higher-level open-world architecture is yours to build.

02. Gaia Pro VS#

02

Gaia Pro VS

Fast traditional environment production

Price$99.50 sale · $199 regular

A large environment ecosystem for getting from empty scene to populated terrain quickly.

What it gives you

  • Procedural terrain generation
  • Stamps and biomes
  • Vegetation and water workflows
  • Terrain streaming
  • Built-in, URP and HDRP support on its current listing

Limitations to understand

  • Large 4.8 GB package
  • Broad system with a learning curve
  • Still based around conventional land terrain rather than spherical worlds
View official listing / documentation →

Gaia makes sense when the goal is a conventional land-based world and speed matters. Its current Asset Store listing shows a 50% sale price of $99.50 against a regular $199 price, a 4.8 GB package, and compatibility listed for Built-in, URP and HDRP on Unity 2022.3.

03. MicroVerse Core Collection#

03

MicroVerse Core Collection

Non-destructive environment iteration

Price$99.50 sale · $199 regular

A stamp-driven workflow that stays editable while terrain, vegetation, objects and splines evolve.

What it gives you

  • Real-time non-destructive authoring
  • Terrain and texture stamps
  • Vegetation and object spawning
  • Spline-based workflows
  • Built-in, URP and HDRP compatibility on the current listing

Limitations to understand

  • Primarily an authoring workflow
  • Runtime world-state and persistence remain separate concerns
  • Conventional terrain model
View official listing / documentation →

MicroVerse is especially attractive when iteration matters more than one-click generation. The current listing shows the Core Collection at $99.50 during the same sale, normally $199, with Built-in, URP and HDRP compatibility listed for its supported Unity version.

04. MapMagic 2 Bundle#

04

MapMagic 2 Bundle

Node-based procedural and endless terrain

Price$157.50

A graph-driven generator for procedural maps, biomes, splines, objects and terrain generated in Play Mode.

What it gives you

  • Node graph generation
  • Objects, splines and biomes modules
  • Procedural and endless maps
  • Can generate new terrains during Play Mode
  • Full source included

Limitations to understand

  • Procedural graphs become their own engineering problem
  • Third-party integration compatibility cannot be guaranteed
  • Infinite flat terrain is not the same problem as a planet
View official listing / documentation →

MapMagic is particularly interesting when procedural rules are part of the game itself. The current listing describes it as a node-based procedural and infinite map generator that can create new terrain during Play Mode, with the Bundle including Objects, Splines, Biomes/Functions and Brush modules.

05. Runtime World Generation#

05

Runtime World Generation

Runtime procedural streaming

Price$28.99

A newer runtime-first system focused on creating and streaming a mesh-based world during gameplay.

What it gives you

  • Runtime terrain generation
  • Continuous streaming
  • Biomes, roads and vegetation
  • Water, weather and day/night features
  • Current listing targets Unity 6 URP/HDRP

Limitations to understand

  • Built-in Render Pipeline not supported on current listing
  • Requires Unity 6-class workflow
  • A runtime flat-world system, not a spherical-world framework
View official listing / documentation →

Runtime World Generation is closer to a runtime framework than a traditional editor terrain tool. Its current listing shows $28.99, Unity 6000.4 as the original version, URP/HDRP compatibility and no Built-in support. That makes its scope unusually clear.

How the Five Routes Compare#

Free

Unity Terrain Tools

Best starting point

Authoring
Strong
Runtime generation
Build it
Streaming
Build it
Round worlds
No
$99.50 sale

Gaia Pro VS

Fast environment production

Authoring
Very strong
Runtime generation
Limited / workflow-specific
Streaming
Yes
Round worlds
No
$99.50 sale

MicroVerse

Non-destructive iteration

Authoring
Very strong
Runtime generation
Not core focus
Streaming
External / project-dependent
Round worlds
No
$157.50

MapMagic 2

Procedural graph worlds

Authoring
Graph-driven
Runtime generation
Yes
Streaming
Endless terrain model
Round worlds
No
$28.99

Runtime World Generation

Runtime-first procedural world

Authoring
Runtime-oriented
Runtime generation
Core feature
Streaming
Core feature
Round worlds
No

Prices above reflect public listings checked on 28 September 2026 and can change, particularly during Asset Store sales.

Which Route Fits You?#

If you are learning

Start free.

Use Unity Terrain + Terrain Tools. Learn what terrain, tiles, LOD and streaming actually mean before adding a larger ecosystem.

If speed matters

Look at Gaia.

Strong fit for quickly producing conventional terrain, vegetation and environment setups.

If iteration matters

Look at MicroVerse.

Its non-destructive workflow is attractive when artists need to keep changing the world without constantly baking decisions in.

If procedural rules are the game

Look at MapMagic.

The node-graph model is better suited to systems where generation logic is central rather than incidental.

If the world must appear at runtime

Look at Runtime World Generation.

It is directly focused on procedural runtime streaming rather than only editor-time authoring.

What If the World Is Actually Round?#

Flat-world tooling and spherical-world tooling solve different spatial problems once gravity, orientation and chunking follow a planet.
Flat worlds versus spherical worlds.

Almost every route above assumes a variation of the same spatial model: the world is fundamentally flat terrain. It may be enormous, tiled, streamed or generated forever, but “up” is still globally obvious and the terrain model is conventional.

Conventional world tools

Huge flat spaces

  • Terrain tiles or mesh chunks
  • Global up direction
  • Streaming around the player
  • Floating origin when coordinates grow large

Different problem

Spherical game worlds

  • Local gravity toward the planet
  • Objects orient to a curved surface
  • Water, roads and biomes live on a sphere
  • Streaming and coordinates must respect planetary space

That is the problem space Worldsmith is being built around: not another way to sculpt a prettier mountain, but a framework for turning a spherical world into an actual playable game world.

The Real Answer to the Reddit Question#

So how do developers make massive open worlds? They do not simply make a gigantic mesh and hope the GPU is feeling generous. They divide the problem.

Terrain is divided.Tiles, chunks or meshes.
Objects are divided.Only relevant content stays active.
Rendering detail is divided.LOD, culling, billboards and impostors.
Simulation is divided.AI and systems sleep when they are irrelevant.
Memory is divided.Content is loaded and unloaded instead of living forever.
State is preserved.The world remembers what happened after chunks unload.

Behind all of that sits tooling. Often a ridiculous amount of tooling. A huge world is impressive because dozens of systems cooperate closely enough that the player never notices where one piece ends and another begins.

What I Would Tell a Beginner#

  1. 01
    Make one good 500-metre area.

    Prove the basic world, art and gameplay first.

  2. 02
    Split several areas into chunks.

    Make loading boundaries explicit before scale hides the architecture.

  3. 03
    Load and unload without visible hitches.

    Streaming quality matters more than theoretical map size.

  4. 04
    Scale vegetation and rendering.

    Use LOD, culling and cheaper distant representations.

  5. 05
    Preserve state.

    Make unloaded areas remember changes when the player returns.

  6. 06
    Then make it larger.

    A broken 1 km architecture does not become healthy at 100 km.

Otherwise you do not get a bigger open world. You get a much larger crime scene.

About the author

Emeka Igbokwe-Azogu

Emeka Igbokwe-Azogu is the developer behind CirclesLab, building Unity tools, games and software systems. A lot of the work eventually circles around the same question: how much repetitive technical work can be removed before the developer is finally allowed to concentrate on the actual game?

Writing came earlier than most of the technology. It began with drawing comic books, moved into story writing, then gradually disappeared underneath game development, software work and adulthood’s enthusiastic collection of side quests. The instinct never really left, so this blog is also becoming a place to occasionally return to it.

Sources and Further Reading#

Product prices and compatibility reflect the public listings checked on 28 September 2026 and may change later.