Quick answer: Lower the terrain's height (Y) scale to spend more precision on the used range, smooth the heightmap, or import a higher-bit-depth source so quantization steps fall below mesh resolution.

Stair steps on a smooth slope come from heightmap value quantization. Reducing the height range or smoothing concentrates precision and removes the terraces. Here is how.

How to fix it

1. Reduce the terrain height range

If your terrain's max height (Y in TerrainData.size) is far larger than the actual relief, lower it so the 16-bit heightmap resolves finer increments over the range you use.

2. Smooth the heightmap

Apply the Smooth Height brush or a smoothing pass to shallow slopes; this blends adjacent samples and converts hard terraces into gradual transitions.

3. Import a higher-precision source

When importing RAW heightmaps use 16-bit data, and if authored in an external tool keep full float precision until the final import so steps are not baked in upstream.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

A crash you can name from its stack trace is a crash you can usually fix in minutes.