Further enhance and make it so that it generates invisible barriers on both sides of the long path like fences so that the player won't fall. AND also add in fast studs parameters system with optimizations and stuff.

```
-- Infinite Straight Baseplate with Fast Terrain Generation
-- Place this script in StarterPlayer > StarterCharacterScripts

local RunService = game:GetService("RunService")

local character = script.Parent
local humanoidRootPart = character:WaitForChild("HumanoidRootPart")

-- Terrain Generation Parameters
local segmentLength = 200        -- Length of each terrain segment (increased for fewer segments)
local segmentWidth = 100         -- Width of each terrain segment
local segmentsAhead = 30          -- Number of segments to generate ahead (increased for faster coverage)
local segmentsBehind = 10        -- Number of segments to keep behind
local generationBuffer = 500      -- Distance ahead of the player to start generating segments

-- Advanced Generation Parameters
local terrainMaterials = {
	Enum.Material.Grass,
	Enum.Material.WoodPlanks,
	Enum.Material.Sand,
	Enum.Material.DiamondPlate,
	Enum.Material.Fabric
}
local terrainColors = {
	BrickColor.new("Earth green"),
	BrickColor.new("Brown"),
	BrickColor.new("Bright yellow"),
	BrickColor.new("Dark stone grey"),
	BrickColor.new("Medium stone grey")
}
local obstacleTypes = {"Tree", "Rock"}
local decorationTypes = {"Bush", "Lamp"}

-- Variables
local generatedSegments = {}      -- Table to keep track of generated segments
local distanceTraveled = 0        -- Total distance traveled by the player
local lastPosition = humanoidRootPart.Position

-- Function to generate a terrain segment
local function generateSegment(index)
	local segment = Instance.new("Part")
	segment.Size = Vector3.new(segmentWidth, 50, segmentLength) -- Increased Y size for elevation
	segment.Anchored = true
	segment.CanCollide = true

	-- Select material and color based on index for variety
	local materialIndex = (index % #terrainMaterials) + 1
	segment.Material = terrainMaterials[materialIndex]
	segment.BrickColor = terrainColors[materialIndex]

	-- Calculate position for straight path
	local position = Vector3.new(0, 0, index * segmentLength)

	segment.CFrame = CFrame.new(position)
	segment.Parent = workspace
	generatedSegments[index] = segment

	-- Add obstacles randomly
	if math.random() < 0.3 then -- 30% chance to add an obstacle
		local obstacleType = obstacleTypes[math.random(#obstacleTypes)]
		if obstacleType == "Tree" then
			-- Simple tree model
			local tree = Instance.new("Part")
			tree.Size = Vector3.new(4, 20, 4)
			tree.Position = position + Vector3.new(math.random(-segmentWidth/2 + 10, segmentWidth/2 - 10), 10, 0)
			tree.Anchored = true
			tree.Material = Enum.Material.Wood
			tree.BrickColor = BrickColor.new("Reddish brown")
			tree.Parent = workspace

			local foliage = Instance.new("Part")
			foliage.Size = Vector3.new(12, 12, 12)
			foliage.Position = tree.Position + Vector3.new(0, 10, 0)
			foliage.Shape = Enum.PartType.Ball
			foliage.Anchored = true
			foliage.Material = Enum.Material.Grass
			foliage.BrickColor = BrickColor.new("Earth green")
			foliage.Parent = workspace
		elseif obstacleType == "Rock" then
			-- Simple rock model
			local rock = Instance.new("Part")
			rock.Size = Vector3.new(6, 4, 6)
			rock.Position = position + Vector3.new(math.random(-segmentWidth/2 + 10, segmentWidth/2 - 10), -1, 0)
			rock.Anchored = true
			rock.Material = Enum.Material.Rock
			rock.BrickColor = BrickColor.new("Dark stone grey")
			rock.Shape = Enum.PartType.Cylinder
			rock.Parent = workspace
		end
	end

	-- Add decorations
	if math.random() < 0.2 then -- 20% chance to add decoration
		local decorationType = decorationTypes[math.random(#decorationTypes)]
		if decorationType == "Bush" then
			local bush = Instance.new("Part")
			bush.Size = Vector3.new(8, 4, 8)
			bush.Position = position + Vector3.new(math.random(-segmentWidth/2 + 10, segmentWidth/2 - 10), 2, 0)
			bush.Anchored = true
			bush.Material = Enum.Material.Grass
			bush.BrickColor = BrickColor.new("Earth green")
			bush.Shape = Enum.PartType.Ball
			bush.Parent = workspace
		elseif decorationType == "Lamp" then
			local lampPost = Instance.new("Part")
			lampPost.Size = Vector3.new(2, 12, 2)
			lampPost.Position = position + Vector3.new(math.random(-segmentWidth/2 + 10, segmentWidth/2 - 10), 6, 0)
			lampPost.Anchored = true
			lampPost.Material = Enum.Material.Metal
			lampPost.BrickColor = BrickColor.new("Institutional white")
			lampPost.Parent = workspace

			local lampLight = Instance.new("PointLight")
			lampLight.Range = 15
			lampLight.Brightness = 2
			lampLight.Color = Color3.new(1, 0.85, 0.5) -- Warm light
			lampLight.Parent = lampPost
		end
	end
end

-- Function to clean up old segments
local function cleanupSegments(currentIndex)
	for index, segment in pairs(generatedSegments) do
		if index < currentIndex - segmentsBehind then
			if segment and segment.Parent then
				-- Remove any children like obstacles or decorations associated with this segment
				for _, child in ipairs(workspace:GetChildren()) do
					if child ~= segment and child:IsA("Part") then
						local childPos = child.Position
						local segmentStart = segment.Position.Z - (segmentLength / 2)
						local segmentEnd = segment.Position.Z + (segmentLength / 2)
						if childPos.Z < segmentStart - 10 or childPos.Z > segmentEnd + 10 then
							-- Not related to this segment
						else
							-- Assuming obstacles/decorations are within the segment's boundaries
							child:Destroy()
						end
					end
				end
				segment:Destroy()
				generatedSegments[index] = nil
			end
		end
	end
end

-- Initial Terrain Setup
for i = 0, segmentsAhead do
	generateSegment(i)
end

-- Main loop to generate terrain
RunService.RenderStepped:Connect(function()
	local position = humanoidRootPart.Position

	-- Calculate distance traveled
	distanceTraveled = distanceTraveled + (position - lastPosition).Magnitude
	lastPosition = position

	-- Determine current segment index based on Z position
	local currentIndex = math.floor(position.Z / segmentLength)

	-- Generate segments ahead based on buffer distance
	local maxIndex = currentIndex + segmentsAhead
	for i = currentIndex, maxIndex do
		if not generatedSegments[i] then
			generateSegment(i)
		end
	end

	-- Clean up old segments
	cleanupSegments(currentIndex)
end)