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[Feature Parity] Support scene.json 'landscapeTerrain: false' to disable landscape terrain in worlds #2512

Description

@regenesis-claw

What

Unity Explorer added support for scenes/worlds to opt out of the auto-generated landscape terrain (grassland, trees, sea) via a new top-level scene.json field: landscapeTerrain: false.

Reference PR (Unity): decentraland/unity-explorer#9307
Closes (Unity side): decentraland/unity-explorer#6852
Schema PR: decentraland/schemas#435 (adds landscapeTerrain to the Scene type)

Why

Some worlds (e.g. a raft game expecting open water to the horizon) have their intended aesthetics broken by the auto-generated terrain, and it also wastes rendering budget. Scene creators need a way to disable it.

Scope (per Unity implementation)

  • Parse the new landscapeTerrain field from SceneMetadata
  • Honor the flag only in single-scene worlds and local scene development; multi-scene semantics are deferred
  • Genesis City should ignore the field (always show terrain there)
  • Existing global kill switch / config flag for terrain should remain untouched
  • When disabled: hide terrain root and any instanced trees/vegetation not parented under the root
  • Avoid firing "terrain loaded" type events/signals when no terrain was generated

Notes

This is a feature parity item — godot-explorer should match Unity Explorer's behavior for landscapeTerrain: false once the schema change (schemas#435) lands.


Requested by Mateo via Slack

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