title: More effective way to change runtime terrain Unity?
body: <p>In my Unity game players are able to chop down trees using for example an axe. The tree then gets removed from the terrain and replaced by a falling tree prefab. This works fine in small scale. I am looking for a more effective way to do this though, because:</p>
  
  <ul>
  <li>The entire terrain needs to be reloaded if a tree is cut down. If the terrain is very large and complex this means that the entire game freezes for a few seconds whenever a tree is cut down.</li>
  <li>It works very poorly in multiplayer. In order for the terrain to stay in sync, all players terrain needs to be reloaded each time a tree is cut down. This means everyone's game freezes every few minutes.</li>
  </ul>
  
  <p>I have thought about "chunking" the terrain but the entire terrain is already built and I don't know of a way to break it up into parts after it has been made.</p>
  
  <p>Any ideas will be appreciated! I'm about an intermediate level programmer so I don't need anyone to write the code for me here, I just need an idea or suggestion as to the best way to do this?</p>