> For the complete documentation index, see [llms.txt](https://denvzla-estudio.gitbook.io/infinite-runner-engine-2d/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/infinite-runner-engine-2d/infinity-runner-editor/block-and-ground.md).

# Block And Ground

Watch the Presentation video, there it is shown how to edit

Templates are originals. Choose the type you need, enter a unique Prefab Name and select a Destination Folder under Assets; in the actual Inspector the folder/name fields appear above the type cards. Press that card’s Create button. The editor saves an independent prefab with a new GUID, adds its instance to the scene and selects/pings the instance. Each tab remembers its folder for this project. Shared sprites, materials, clips and controllers are not duplicated. Apply intended overrides only to your copy. Undo removes the scene instance, not the saved asset. Creation is disabled in Play Mode and Prefab Mode; empty names, invalid folders and duplicate names are rejected.

### What you will create

An independent terrain block assembled from ground, hazards and collectables.

### Before you start

Leave Play Mode and Prefab Mode before using the creation buttons.

#### Step 1

Open Blocks / Ground. Choose your Destination Folder and enter a unique Prefab Name. Press Create New Block for the block template.

#### Step 2

Use the ground cards to create the pieces you need, giving each copy its own name. Choose versions with physics for surfaces the character must stand on; decorative pieces do not need the same collision setup.

#### Step 3

Arrange the copied ground, enemies and collectables beneath your block instance. Keep any template reference objects used by your configuration.

#### Step 4

Set the Block Width to match the intended horizontal spacing, then apply your scene edits to your new prefab. Add it to the terrain settings array.

#### Step 5

Play across two or more block joins and test collision, jumping and cleanup.

### Expected result

Your terrain recipe uses your own block prefab while the package templates remain unchanged.

### Common problems

* Width ≤ 0 is invalid. Width controls placement; visual bounds alone do not set the spacing.
* Do not edit a shared template to customize one level.
* A ground sprite without the required collider, Ground layer/tag and collision setup will not act as walkable ground.

<figure><img src="https://files.gitbook.com/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FR1xCAf3PsYX9SV66XNCB%2Fuploads%2Fo3IZRXdp47STBpPJqWPF%2Fblocks-create.png?alt=media&#x26;token=057fcf6e-5b9c-4a84-a0e3-9877f24d1579" alt="Name, destination folder and terrain creation cards."><figcaption><p>Name, destination folder and terrain creation cards.</p></figcaption></figure>

### Next step

[Next: Backgrounds](https://denvzla-estudio.gitbook.io/infinite-runner-engine-2d/infinity-runner-editor/block-background)
