> For the complete documentation index, see [llms.txt](https://mindcodeinteractive.gitbook.io/easy-build-system/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://mindcodeinteractive.gitbook.io/easy-build-system/reference/building-manager/building-terrain-system.md).

# Building Terrain System

Backs up and restores terrain data at runtime when [Building Parts](/easy-build-system/reference/building-part.md) modify the landscape.

***

### How the Terrain System Works

The Terrain System takes a snapshot of all active terrain data when the scene starts.\
This includes heightmaps, splatmaps, detail layers, and tree instances.\
When the scene shuts down or the system is disabled, the original terrain data is restored.

Terrain changes during gameplay (e.g., flattening) won’t persist unless explicitly saved.

The Terrain System is enabled automatically on the [Building Manager](/easy-build-system/reference/building-manager.md).

***

### Scripting Examples

Backup a specific terrain:

```csharp
BuildingManager.Instance.TerrainSystem.Backup(terrain);
```

Restore a specific terrain:

```csharp
BuildingManager.Instance.TerrainSystem.Restore(terrain);
```

Backup and restore all terrains:

```csharp
BuildingManager.Instance.TerrainSystem.BackupAll();
BuildingManager.Instance.TerrainSystem.RestoreAll();
```

Listen for terrain events:

```csharp
BuildingManager.Instance.TerrainSystem.OnAfterBackup.AddListener(terrain =>
{
    Debug.Log("Terrain backed up: " + terrain.name);
});

BuildingManager.Instance.TerrainSystem.OnAfterRestore.AddListener(terrain =>
{
    Debug.Log("Terrain restored: " + terrain.name);
});
```


---

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