> For the complete documentation index, see [llms.txt](https://denvzla-estudio.gitbook.io/advanced-ai-spawn-system/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://denvzla-estudio.gitbook.io/advanced-ai-spawn-system/tutorial-terrain-biome.md).

# Tutorial Terrain Biome

{% hint style="info" %}
Remember the AI to spawn should not be in the scene since the Advanced AI Spawn System will take care of that, spawning it in the scene!
{% endhint %}

{% hint style="info" %}
[**First you must add Advanced Spawn System to your scene, (Click Here, follow these** ](/advanced-ai-spawn-system/advanced-ai-spawn-system/how-to-start.md)
{% endhint %}

{% hint style="info" %}
add the AI or Object to generate in the first tab.
{% endhint %}

**Necessary configurations for the generator to work:**

1. **Spawn Position**
2. **Player Tag and Detection radius**

![](https://2730180554-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FeH9OgJuv3EyxNzlVQUh1%2Fuploads%2FlTYyffsa0BneiNRWTnIZ%2F18.png?alt=media\&token=4872481b-2cb8-4251-b9c2-953faf5f50f1)

## **Terrain Biome**

A new tab is created, here you must add your terrain and choose in which biome the AI will be generated

Terrain/Biome reads Unity Terrain, TerrainData and painted Terrain Layers. Terrain produced by another tool must expose compatible Unity Terrain data; this does not require that tool or guarantee a dedicated integration.

Step 1: Assign the Terrain&#x20;

Step 2: Altitude Threshold (Used to spawn AI at a specific height, so it doesn't spawn in water or on top of a mountain)

Step 3: Select the Texture

Step 4: Press Calculate Biome

![](https://2730180554-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FeH9OgJuv3EyxNzlVQUh1%2Fuploads%2FAGvpw9eReFMzyG3CgVsF%2F19.png?alt=media\&token=0337148f-0c26-4de8-826f-02fa684bd59c)

## That's all! the AI is generated with the configurations mad&#x65;**!**

### Version 4.0 — calculation and runtime requirements

Keep Steps 1–4 and their screenshots above. The texture selection corresponds to a painted Terrain Layer. Check Terrain/TerrainData, the selected layer and altitude rule before Calculate Biome. Recalculate after changing terrain height, layer painting, Terrain placement or the relevant configuration.

Calculation validates references, removes duplicate positions and can be cancelled; the previous position list is retained unless a new calculation completes. Large terrain calculations can still be expensive. Runtime uses stored positions and interpolated world-space height, including the Terrain origin.

Terrain/Biome uses continuous spawning, not Waves. When minutes is zero, intervals below five seconds in Instantiate or ten seconds in Pooling are clamped to those minimums. Other modes do not share a universal ten-second pooling interval.

For AI Navigation, include the Terrain layer in the surface mask, choose matching geometry and Agent Type, build the surface and validate the stored spawn positions. Rebuild after terrain changes. The check is bounded and does not guarantee every cached point or path connectivity.

If no positions are found, verify painted coverage and altitude settings. If AI appears off the NavMesh, inspect the selected Agent Type, included Terrain geometry, height and sample distance. Use the Built-in demo or its \_URP counterpart for the active pipeline.
