World editor made of 48x48 voxel chunks.
Multiple independent layers for each chunk to save memory.
Every tile is 2.5D made with an optimized mesh generator. Tiles can have different top and bottom materials.
Generation at runtime is performed in different threads, so no lagging in the game.
Endless Terrain Manager with LOD implemented.
Out-of-the-box collision generation AND A* pathfinding. No need to bake NavMeshes.
Store your terrain settings so you can change locations with a click.
Multiple tilemap materials.
Integrate meshes as sub-meshes of the chunks.
Create Map prefabs for easy reuse.
Different brush types and sizes, as well as different flood algorithms.
Change the rotation on the top textures,the rotation of meshes or the height or darkness of the tiles.
Visualize walkable tiles with ease.