World-space Y of the rendered surface at a cell center — the same formula
buildChunkGeometry uses for terrain vertices (elevation plus
center-sampled noise perturbation), or the computed water surface for
liquid cells when isWater is provided.
Use this to place units, props, or cameras exactly on the visible ground
instead of the un-perturbed getElevation() * scale plane.
World-space Y of the rendered surface at a cell center — the same formula
buildChunkGeometryuses for terrain vertices (elevation plus center-sampled noise perturbation), or the computed water surface for liquid cells whenisWateris provided.Use this to place units, props, or cameras exactly on the visible ground instead of the un-perturbed
getElevation() * scaleplane.