Endless Terrain "Loop"

Hello, I am curious to how to achieve a endless terrain, A terrain that loops back on itself making it infinity, I would never see the edge and would always stay on the terrain no matter how far i go, I used my A+ artistic skills to demonstrate what i mean,

P.S. Imagine the HD Square as a terrain, High polly arrows are player 1 and player 2.

So my questions are, Is this possible in unity’s engine? if so what would be the easiest way to achieve such a thing?

Thanks.

EDIT: Without pictuers I also thought you meant infite terrain but your pictures say you want ‘wrapping’ terrain. So edited my awnser for wrapping, check the first version for ideas on ‘infinite’ in which a terrain is indeed infinite and you will never leave it, but you won’t see what’s on the other side as in some kind of paradox.

There are various issues that you’ll have to deal with… and various way to achieve solutions.

Tiling terrain
You could create a tileable terrain, generated from a heightmap which was made tilable outside of unity. Then all you’d need is 9 terrains with the same heightmap.

The camera clipping (and possibly fog) should make sure you can only see as far as one terrain is wide. This way you can walk all across the center terrain you will never see edges and the world is already tiling. Whenver you leave the center tile and enter an adjacent terrain tile, you can move the terrains that are too far away and put them in places that are now closer. Because they all tile this would make your world seem infinite.

Imgur

Wrapping objects
In update simply module the position and reassign
position = new Vector3(position.x % 10, position.y % 10, position.z % 10);

Then make sure you have 9 versions of each object offset by the same units
as that you wrap it by (in this case 10).

Problem with the idea is however that the player wraps in 2 axes, so
it will appear that the same player has surrounded you from all sides.

You’ll see it where it really is, but also behind you, and reflected
because it wraps in X as well as Y.