For a long time, implementing expansive, open-world landscapes on mobile devices has been an extremely tricky task. Because running Unity's native Terrain system directly on mobile phones incurs completely unacceptable performance overhead, the industry's conventional compromise is to use plugins like Mesh Terrain Editor Free or Terrain To Mesh to convert the terrain into Meshes for rendering.
However, this long-standing conventional pipeline hides three "fatal pain points" that cause the most headaches for R&D teams:
Pain Point 1: Unnecessary Waste of Geometry in Flat Areas (Vertex Pressure)
When traditional plugins convert native terrain to a Mesh, they typically can only use a naive, uniform subdivision algorithm. This leads to a very absurd phenomenon: a perfectly flat beach or grassy plain is assigned the exact same density of triangles and vertices as a steep cliff.