You can create something like that procedurally. I just created a behaviour that will create a senoidal track much like your picture above:

```
// written by 'imerso' as a StackOverflow answer.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SlopeTerrain : MonoBehaviour
{
public int heightInMeters = 5;
public int widthInMeters = 128;
public float ondulationFactor = 0.1f;
public Material material;
// Use this for initialization
void Start ()
{
Mesh mesh = new Mesh();
List<Vector3> vertices = new List<Vector3>();
List<int> triangles = new List<int>();
for (int p = 0; p < widthInMeters; p++)
{
// add two vertices, one at the horizontal position but displaced by a sine wave,
// and other at the same horizontal position, but at bottom
vertices.Add(new Vector3(p, Mathf.Abs(heightInMeters * Mathf.Sin(p * ondulationFactor)), 0));
vertices.Add(new Vector3(p, 0, 0));
if (p > 0)
{
// we have enough vertices created already,
// so start creating triangles using the previous vertices indices
int v0 = p * 2 - 2; // first sine vertex
int v1 = p * 2 - 1; // first bottom vertex
int v2 = p * 2; // second sine vertex
int v3 = p * 2 + 1; // second bottom vertex
// first triangle
triangles.Add(v0);
triangles.Add(v1);
triangles.Add(v2);
// second triangle
triangles.Add(v2);
triangles.Add(v1);
triangles.Add(v3);
}
}
mesh.vertices = vertices.ToArray();
mesh.triangles = triangles.ToArray();
mesh.RecalculateBounds();
MeshRenderer r = gameObject.AddComponent<MeshRenderer>();
MeshFilter f = gameObject.AddComponent<MeshFilter>();
if (material != null)
{
r.sharedMaterial = material;
}
f.sharedMesh = mesh;
}
}
```

To keep it simple for you to understand though, I made it just 2D. To use it, create an empty GameObject, then put the above script on it. It has a few parameters which you can tweak as well. Good luck.

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solved how to make of slopes/terrain? [closed]