Terrain edit problem

so i have a terrain editing script, with the intention to target part of the ground near the player, raise it and if it’s close enough to the player, lift him with it aswell
i also have a script that spawns rock onto the edited terrain, for a better effect
my only problem is that rather than lifting the player, he falls through the terrain when he collides with nearby edited terrain
any idea how i can fix this? i was thinking of giving the rocks some script to teleport the player up when he collides, but when i tried it didn’t work
here’s the main terrain editing script im using

using UnityEngine;
using System.Collections;

public class TerrainEdit : MonoBehaviour
{
public Terrain myTerrain;
int xResolution;
int zResolution;
float[,] heights;

void Start()
{
	xResolution = myTerrain.terrainData.heightmapWidth;
	zResolution = myTerrain.terrainData.heightmapHeight;
	heights = myTerrain.terrainData.GetHeights(0,0,xResolution,zResolution);
}

void Update()
{

	if(Input.GetMouseButton(1))
	{
		RaycastHit hit;
		Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
		if(Physics.Raycast(ray, out hit))
		{
			raiseTerrain(hit.point);
		}
	}
}

private void raiseTerrain(Vector3 point)
{
	int terX =(int)((point.x / myTerrain.terrainData.size.x) * xResolution);
	int terZ =(int)((point.z / myTerrain.terrainData.size.z) * zResolution);
	float y = heights[terX,terZ];
	y += 0.001f;
	float[,] height = new float[1,1];
	height[0,0] = y;
	heights[terX,terZ] = y;
	myTerrain.terrainData.SetHeights(terX, terZ, height);
}

}

note: i lowered the ammount of terrain that gets lifted up, and my original idea to lift the player works as long as he’s moving backwards

Apply the changes to the terrain.

myTerrain.Flush();

Note this might not solve your problem if the changes to the terrain are substantial. The player may clip through the modified terrain enough to cause them to fall through. Usually when doing stuff like editing colliders in real time, you’ll need to code a solution to catch such problems.