# MegaWorld Documentation ## Docs - [Additional Spawn Settings](https://docs.abberia.com/megaworld/general-settings/additional-spawn-settings.md): Control how often a prototype wins selection during spawning - [Spawn Detail Settings](https://docs.abberia.com/megaworld/general-settings/spawn-detail-settings.md): Control density and variation when MegaWorld writes Unity Terrain Details - [Terrain Detail Settings](https://docs.abberia.com/megaworld/general-settings/terrain-detail-settings.md): Current terrain detail options in MegaWorld and what changed from the older documentation - [Get Started](https://docs.abberia.com/megaworld/get-started.md): Choose your first MegaWorld tutorial based on the tool you want to use. - [Advanced Object Brush — Getting Started](https://docs.abberia.com/megaworld/getting-started/advanced-object-brush.md): Paint GameObjects directly in the scene view using the Advanced Object Brush. - [Advanced Object Stamper — Getting Started](https://docs.abberia.com/megaworld/getting-started/advanced-object-stamper.md): Spawn your first GameObjects across a terrain using the Advanced Object Stamper in just a few steps. - [Brush Erase — Getting Started](https://docs.abberia.com/megaworld/getting-started/brush-erase.md): Remove placed objects and terrain details from the scene using a brush. - [Brush Modify — Getting Started](https://docs.abberia.com/megaworld/getting-started/brush-modify.md): Modify the transform of already-placed objects using a brush and a stack of transform components. - [Brush Physics — Getting Started](https://docs.abberia.com/megaworld/getting-started/brush-physics.md): Spawn physics-simulated objects with a brush and let them fall and settle onto the scene. - [Edit — Getting Started](https://docs.abberia.com/megaworld/getting-started/edit.md): Select and modify individual placed objects in the scene using action-based mouse controls. - [Explode Physics — Getting Started](https://docs.abberia.com/megaworld/getting-started/explode-physics.md): Spawn a burst of physics objects from a point and propel them outward using a physics force. - [Grass Brush — Getting Started](https://docs.abberia.com/megaworld/getting-started/grass-brush.md): Paint grass and terrain detail layers interactively in the scene view using the Grass Brush. - [Grass Stamper — Getting Started](https://docs.abberia.com/megaworld/getting-started/grass-stamper.md): Fill your terrain with grass and detail layers using the Grass Stamper in just a few steps. - [Gravity Spawner — Getting Started](https://docs.abberia.com/megaworld/getting-started/gravity-spawner.md): Spawn objects with physics-driven gravity settling using the Gravity Spawner. - [Working with MegaWorld Window](https://docs.abberia.com/megaworld/getting-started/megaworld-window.md): Learn how to open the MegaWorld Window and work with the Tools Panel, Selection Panel, and Settings Panel. - [Physics Effects — Getting Started](https://docs.abberia.com/megaworld/getting-started/physics-effects.md): Apply physics forces to existing GameObjects in the scene by painting over them. - [Pin — Getting Started](https://docs.abberia.com/megaworld/getting-started/pin.md): Place and interactively rotate and scale objects in one drag gesture using the Pin tool. - [Precise Physics — Getting Started](https://docs.abberia.com/megaworld/getting-started/precise-physics.md): Spawn a single physics-simulated object at the exact cursor point and let it fall onto the surface. - [Precise Place — Getting Started](https://docs.abberia.com/megaworld/getting-started/precise-place.md): Place individual objects with a live cursor-following preview and mouse-driven transform controls. - [Spray Brush — Getting Started](https://docs.abberia.com/megaworld/getting-started/spray-brush.md): Paint GameObjects into the scene one at a time using a brush with simple filters and overlap checking. - [Texture Brush — Getting Started](https://docs.abberia.com/megaworld/getting-started/texture-brush.md): Paint terrain textures interactively in the scene view using the Texture Brush. - [Texture Stamper — Getting Started](https://docs.abberia.com/megaworld/getting-started/texture-stamper.md): Paint terrain textures across an area using the Texture Stamper. - [Working with Data](https://docs.abberia.com/megaworld/getting-started/working-with-data.md): Learn how Groups, Resource Types, and Prototypes work in MegaWorld. - [Aspect Filter](https://docs.abberia.com/megaworld/mask-filters/aspect-filter.md): Target terrain faces pointing in a specific cardinal or custom direction - [Concavity Filter](https://docs.abberia.com/megaworld/mask-filters/concavity-filter.md): Target recessed or exposed terrain features like valleys and ridges - [Expand Down Filter](https://docs.abberia.com/megaworld/mask-filters/expand-down-filter.md): Dilate the mask downward only, respecting terrain height - [Expand Filter](https://docs.abberia.com/megaworld/mask-filters/expand-filter.md): Dilate the current mask outward in all directions - [Height Filter](https://docs.abberia.com/megaworld/mask-filters/height-filter.md): Spawn within a defined height range with smooth falloff edges - [Height Noise Filter](https://docs.abberia.com/megaworld/mask-filters/height-noise-filter.md): Height filter with noise applied to the boundaries for a natural, irregular look - [Image Filter](https://docs.abberia.com/megaworld/mask-filters/image-filter.md): Use a custom texture as a spawn mask - [Mask Operations Filter](https://docs.abberia.com/megaworld/mask-filters/mask-operations-filter.md): Apply mathematical operations to the current mask - [Noise Filter](https://docs.abberia.com/megaworld/mask-filters/noise-filter.md): Add fractal noise to break up uniform spawn patterns - [Overview](https://docs.abberia.com/megaworld/mask-filters/overview.md): Advanced GPU-based filter stack for controlling spawn areas using blendable masks - [Slope Filter](https://docs.abberia.com/megaworld/mask-filters/slope-filter.md): Spawn within a defined terrain slope angle range - [Smooth Filter](https://docs.abberia.com/megaworld/mask-filters/smooth-filter.md): Blur the current mask to soften hard edges between filters - [Textures Filter](https://docs.abberia.com/megaworld/mask-filters/textures-filter.md): Restrict spawning to specific terrain texture layers - [Overlap Check Settings](https://docs.abberia.com/megaworld/overlap-check-settings/overview.md): Prevent spawned objects from intersecting each other or clipping into scene geometry - [MegaWorld](https://docs.abberia.com/megaworld/overview.md): A tool ecosystem for procedural generation, semi-procedural workflows, and manual level design - [Polaris integration](https://docs.abberia.com/megaworld/polaris-integration.md): Use MegaWorld with Polaris Terrain and understand the current filter limitation - [Brush preferences](https://docs.abberia.com/megaworld/preferences/brush-preferences.md): Set the global brush-size limit used by brush-based MegaWorld workflows - [Brush visualization preferences](https://docs.abberia.com/megaworld/preferences/brush-visualization-preferences.md): Adjust how brush handles look in the MegaWorld scene view - [Mask filter visualization preferences](https://docs.abberia.com/megaworld/preferences/mask-filter-visualization-preferences.md): Control how mask-filter previews are colorized and blended in the MegaWorld scene view - [Overlap check preferences](https://docs.abberia.com/megaworld/preferences/overlap-check-preferences.md): Tune the global overlap-search size that MegaWorld uses when looking for nearby objects - [Overview](https://docs.abberia.com/megaworld/preferences/overview.md): Configure advanced MegaWorld preference settings that affect visualization, raycasts, brushes, scatter, and overlap search - [Raycast preferences](https://docs.abberia.com/megaworld/preferences/raycast-preferences.md): Configure the global raycast mode, max distance, and offset used by MegaWorld - [Scatter preferences](https://docs.abberia.com/megaworld/preferences/scatter-preferences.md): Set the global scatter-system check limit used by scatter elements such as Random Point - [Simple filter visualization preferences](https://docs.abberia.com/megaworld/preferences/simple-filter-visualization-preferences.md): Control how simple-filter previews are drawn in the MegaWorld scene view - [Types and Prototypes](https://docs.abberia.com/megaworld/resource-types/overview.md): How MegaWorld organizes resources into Types and Prototypes for placement and painting - [Terrain Object](https://docs.abberia.com/megaworld/resource-types/terrain-object.md): Place objects through MegaWorld's custom renderer for optimized large-scale scenes - [Unity/GameObject](https://docs.abberia.com/megaworld/resource-types/unity-gameobject.md): Place standard Unity prefabs using the full MegaWorld placement stack - [Unity/Terrain Detail](https://docs.abberia.com/megaworld/resource-types/unity-terrain-detail.md): Paint grass and mesh details on Unity Terrain using MegaWorld's detail placement tools - [Unity/Terrain Texture](https://docs.abberia.com/megaworld/resource-types/unity-terrain-texture.md): Paint terrain texture layers on Unity Terrain using MegaWorld's filter and stamping tools - [Failure Rate](https://docs.abberia.com/megaworld/scatter-system/failure-rate.md): Remove a percentage of existing scatter samples to make the result sparser - [Overview](https://docs.abberia.com/megaworld/scatter-system/overview.md): Generate sample positions for placement tools using reusable scatter algorithms - [Poisson Disc](https://docs.abberia.com/megaworld/scatter-system/poisson-disc.md): Generate evenly spaced samples by enforcing a minimum distance between them - [Random Grid](https://docs.abberia.com/megaworld/scatter-system/random-grid.md): Generate samples from a grid layout with optional rotation and random offset - [Random Point](https://docs.abberia.com/megaworld/scatter-system/random-point.md): Generate a random number of loose sample points inside the target area - [Tiles](https://docs.abberia.com/megaworld/scatter-system/tiles.md): Generate samples from tile-like cells using a configurable cell size - [Area](https://docs.abberia.com/megaworld/shared-settings/area-settings.md): Define the scene-space volume used by stamper tools. - [Brush Settings](https://docs.abberia.com/megaworld/shared-settings/brush-settings.md): Control brush size, spacing, mask shape, and stroke behavior across brush-based MegaWorld tools - [Layer Settings](https://docs.abberia.com/megaworld/shared-settings/layer-settings.md): Define which layers MegaWorld uses for raycasts and placement checks - [Shared settings overview](https://docs.abberia.com/megaworld/shared-settings/overview.md): Learn the common settings blocks that are reused across many MegaWorld tools - [Physics Effects Settings](https://docs.abberia.com/megaworld/shared-settings/physics-effects-settings.md): Configure force magnitude and direction randomness applied by PhysX Painter tools - [Physics Transform Settings](https://docs.abberia.com/megaworld/shared-settings/physics-transform-settings.md): A transform stack used by physics-based MegaWorld tools before simulation begins - [Position Offset](https://docs.abberia.com/megaworld/shared-settings/position-offset.md): Shift the spawn position along an axis before placement or physics simulation begins - [Random Seed Settings](https://docs.abberia.com/megaworld/shared-settings/random-seed-settings.md): Control whether a placement pass uses a fixed seed or generates a fresh one - [Simple Filter Settings](https://docs.abberia.com/megaworld/shared-settings/simple-filter-settings.md): A lightweight filter workflow for height, slope, and global fractal noise checks - [Simple Transform Settings](https://docs.abberia.com/megaworld/shared-settings/simple-transform-settings.md): A lightweight transform stack for tools that do not use the full Transform Components workflow - [Spacing](https://docs.abberia.com/megaworld/shared-settings/spacing.md): Set the minimum distance between consecutive placements in MegaWorld tools - [Stamper Tool Controller](https://docs.abberia.com/megaworld/shared-settings/stamper-tool-controller.md): Main action and mode panel shared by stamper tools in MegaWorld - [Success](https://docs.abberia.com/megaworld/shared-settings/success.md): Control how strongly a prototype competes during random prototype selection - [Advanced Object Brush](https://docs.abberia.com/megaworld/tools/advanced-object-brush.md): Paint GameObjects and Terrain Objects directly in the scene with filters, scatter, transforms, and overlap checks - [Advanced Object Brush](https://docs.abberia.com/megaworld/tools/advanced-object-brush-features.md): Overview of Advanced Object Brush features and capabilities - [Advanced Object Brush Hotkeys](https://docs.abberia.com/megaworld/tools/advanced-object-brush-hotkeys.md): Keyboard shortcuts for the Advanced Object Brush tool - [Advanced Object Stamper](https://docs.abberia.com/megaworld/tools/advanced-object-stamper.md): Spawn GameObjects and Terrain Objects inside a bounded area using filters, scatter, and prototype settings - [Advanced Object Stamper](https://docs.abberia.com/megaworld/tools/advanced-object-stamper-features.md): Overview of Advanced Object Stamper features and capabilities - [Brush Erase](https://docs.abberia.com/megaworld/tools/brush-erase.md): Remove placed objects and terrain details with a brush, using filter-based and per-prototype erase probability - [Brush Modify](https://docs.abberia.com/megaworld/tools/brush-modify.md): Modify the transform of existing objects with a brush using a stack of transform components - [Brush Modify Hotkeys](https://docs.abberia.com/megaworld/tools/brush-modify-hotkeys.md): Keyboard shortcuts for the Brush Modify tool - [Brush Physics](https://docs.abberia.com/megaworld/tools/brush-physics.md): Spawn physics-simulated objects with a brush — they fall from above the surface and settle under gravity - [Edit](https://docs.abberia.com/megaworld/tools/edit.md): Select individual placed objects in the scene and modify them with action-based mouse controls - [Edit Hotkeys](https://docs.abberia.com/megaworld/tools/edit-hotkeys.md): Keyboard shortcuts for the Edit tool - [Explode Physics](https://docs.abberia.com/megaworld/tools/explode-physics.md): Spawn a burst of physics objects at the cursor point and propel them outward or in random directions - [Grass Brush](https://docs.abberia.com/megaworld/tools/grass-brush.md): Paint terrain detail layers interactively in the scene view using mask filters and per-prototype density settings - [Grass Stamper](https://docs.abberia.com/megaworld/tools/grass-stamper.md): Fill terrain detail layers across a large area using mask filters, density settings, and per-prototype control - [Grass Stamper](https://docs.abberia.com/megaworld/tools/grass-stamper-features.md): Overview of Grass Stamper features and capabilities - [Gravity Spawner](https://docs.abberia.com/megaworld/tools/gravity-spawner.md): Spawn objects above a stamper area, simulate physics, and keep them where they land - [Tools overview](https://docs.abberia.com/megaworld/tools/overview.md): Understand the two MegaWorld tool types and browse all available tools - [Physics Effects](https://docs.abberia.com/megaworld/tools/physics-effects.md): Apply a physics force effect to existing GameObjects in the scene by painting over them - [Pin](https://docs.abberia.com/megaworld/tools/pin.md): Place and interactively shape an object's rotation and scale by dragging from a pinned surface point - [Precise Physics](https://docs.abberia.com/megaworld/tools/precise-physics.md): Spawn a single physics-simulated object at the exact cursor point and let it fall onto the surface - [Precise Place](https://docs.abberia.com/megaworld/tools/precise-place.md): Place one object at a time with a live cursor-following preview, mouse action controls, and per-prototype offsets - [Precise Place Hotkeys](https://docs.abberia.com/megaworld/tools/precise-place-hotkeys.md): Keyboard shortcuts for the Precise Place tool - [Spray Brush](https://docs.abberia.com/megaworld/tools/spray-brush.md): Paint objects into the scene with a brush that places one object per stroke at a random offset within the brush radius - [Texture Brush](https://docs.abberia.com/megaworld/tools/texture-brush.md): Paint terrain texture layers interactively in the scene view using mask filters and target strength control - [Texture Stamper](https://docs.abberia.com/megaworld/tools/texture-stamper.md): Reference for all Texture Stamper settings and behavior - [Texture Stamper](https://docs.abberia.com/megaworld/tools/texture-stamper-features.md): Overview of Texture Stamper features and capabilities - [Additional Rotation](https://docs.abberia.com/megaworld/transform-components/additional-rotation.md): Apply a fixed Euler angle rotation offset on top of the object's existing rotation - [Align](https://docs.abberia.com/megaworld/transform-components/align.md): Blend object rotation toward the surface normal for natural terrain-following placement - [Cliffs Align](https://docs.abberia.com/megaworld/transform-components/cliffs-align.md): Rotate objects to face the cliff edge, useful for rocks with missing backside polygons - [Cliffs Position](https://docs.abberia.com/megaworld/transform-components/cliffs-position.md): Push objects away from the cliff face along the surface normal direction - [Overview](https://docs.abberia.com/megaworld/transform-components/overview.md): Modular components for controlling position, rotation, and scale at spawn time - [Position Offset](https://docs.abberia.com/megaworld/transform-components/position-offset.md): Apply a random vertical (Y-axis) offset to the spawn position - [Rotation](https://docs.abberia.com/megaworld/transform-components/rotation.md): Randomize object rotation on any combination of X, Y, and Z axes - [Scale](https://docs.abberia.com/megaworld/transform-components/scale.md): Apply a random scale to spawned objects, either uniformly or per axis - [Scale Clamp](https://docs.abberia.com/megaworld/transform-components/scale-clamp.md): Enforce minimum and maximum scale limits after all other scale components have run - [Scale Fitness](https://docs.abberia.com/megaworld/transform-components/scale-fitness.md): Reduce object size when placement fitness is low - [Slope Position](https://docs.abberia.com/megaworld/transform-components/slope-position.md): Sink objects lower on steeper slopes - [Slope Scale](https://docs.abberia.com/megaworld/transform-components/slope-scale.md): Increase object scale on steeper slopes - [Snap Rotation](https://docs.abberia.com/megaworld/transform-components/snap-rotation.md): Restrict object rotation to fixed angle increments - [Tree Rotation](https://docs.abberia.com/megaworld/transform-components/tree-rotation.md): Y-axis dominant rotation for trees, with a chance of full 3D tilt - [Get started with Sectorize](https://docs.abberia.com/rendererstack/getting-started/sectorize.md): Create sectors from terrain tiles and use Sectorize to stream terrain scenes around cameras. - [Get started with Terrain Object Renderer](https://docs.abberia.com/rendererstack/getting-started/terrain-object-renderer.md): Learn the MegaWorld workflow, settings layout, prototypes, and scene settings for Terrain Object Renderer. - [Extension](https://docs.abberia.com/rendererstack/global-settings/extension.md): Add optional Terrain Object Renderer extension tools such as converters and Snap To Object. - [GameObject Converter](https://docs.abberia.com/rendererstack/global-settings/gameobject-converter.md): Convert prefab GameObjects to Terrain Object Renderer instances and convert renderer instances back to GameObjects. - [Quality](https://docs.abberia.com/rendererstack/global-settings/quality.md): Control Terrain Object Renderer global render distance, shadows, and LOD bias. - [Snap To Object](https://docs.abberia.com/rendererstack/global-settings/snap-to-object.md): Configure Snap To Object for resnapping Terrain Object Renderer instances to target surfaces. - [Unity Terrain Tree Converter](https://docs.abberia.com/rendererstack/global-settings/unity-terrain-tree-converter.md): Convert Unity Terrain Tree data to Terrain Object Renderer data and back. - [RendererStack](https://docs.abberia.com/rendererstack/overview.md): A modular renderer stack for optimized terrain-level rendering workflows. - [RendererStack Preferences](https://docs.abberia.com/rendererstack/preferences/rendererstack-preferences.md): Configure shared RendererStack preferences used by Terrain Object Renderer. - [Colliders](https://docs.abberia.com/rendererstack/prototype-settings/colliders.md): Configure generated colliders for Terrain Object Renderer prototypes. - [Distance Culling](https://docs.abberia.com/rendererstack/prototype-settings/distance-culling.md): Limit prototype render distance and randomize culling distance per instance. - [Frustum Culling Settings](https://docs.abberia.com/rendererstack/prototype-settings/frustum-culling-settings.md): Configure prototype bounds used by GPU frustum culling and additional shadow visibility. - [LOD Group](https://docs.abberia.com/rendererstack/prototype-settings/lod-group.md): Configure per-prototype LOD fade, LOD distance randomization, and LOD bias. - [Prototypes](https://docs.abberia.com/rendererstack/prototype-settings/prototypes.md): Understand Terrain Object Renderer prototype groups, prototype actions, and per-prototype settings. - [Scripting](https://docs.abberia.com/rendererstack/prototype-settings/scripting.md): Attach custom per-instance scripts to Terrain Object Renderer prototypes. - [Shadow](https://docs.abberia.com/rendererstack/prototype-settings/shadow.md): Configure prototype shadow distance and LOD shadow mapping. - [Additional Data](https://docs.abberia.com/rendererstack/scene-settings/additional-data.md): Configure floating origin and directional light data used by Terrain Object Renderer. - [Cameras](https://docs.abberia.com/rendererstack/scene-settings/cameras.md): Control which cameras render Terrain Object Renderer data and how each camera handles culling and LOD bias. - [Scene Manager integration](https://docs.abberia.com/rendererstack/sectorize/scene-manager-integration.md): Understand how Sectorize registers generated sector scenes with the Scene Manager. - [Sectorize settings overview](https://docs.abberia.com/rendererstack/sectorize/settings/overview.md): Learn how Sectorize settings are organized across sectors, scene settings, and streaming rules. - [Sectors](https://docs.abberia.com/rendererstack/sectorize/settings/sectors.md): Create, review, delete, load, and unload Sectorize terrain sectors. - [Streaming Rules](https://docs.abberia.com/rendererstack/sectorize/settings/streaming-rules.md): Configure how Sectorize loads, unloads, and caches terrain sectors around cameras. - [Asynchronous Loading](https://docs.abberia.com/rendererstack/sectorize/streaming-rules/asynchronous-loading.md): Load Sectorize scenes over time with pauses between scene-load attempts. - [Caching](https://docs.abberia.com/rendererstack/sectorize/streaming-rules/caching.md): Cache Sectorize scenes before unloading them fully. - [Immediately Loading](https://docs.abberia.com/rendererstack/sectorize/streaming-rules/immediately-loading.md): Load nearby Sectorize scenes immediately in one frame. - [Preventing Unloading](https://docs.abberia.com/rendererstack/sectorize/streaming-rules/preventing-unloading.md): Keep loaded Sectorize scenes alive near active cameras. - [Settings overview](https://docs.abberia.com/rendererstack/settings/overview.md): Learn how Terrain Object Renderer settings are organized across global, scene, and prototype settings. - [Tools overview](https://docs.abberia.com/rendererstack/tools/overview.md): Browse the current RendererStack tools and planned renderer workflows. - [Sectorize](https://docs.abberia.com/rendererstack/tools/sectorize.md): Stream terrain scenes around active cameras using sector-based additive scene loading. - [Terrain Object Renderer](https://docs.abberia.com/rendererstack/tools/terrain-object-renderer.md): Understand Terrain Object Renderer compatibility, limitations, rendering model, and when to use it. - [Terrain Object Renderer](https://docs.abberia.com/rendererstack/tools/terrain-object-renderer-features.md): Overview of Terrain Object Renderer features and capabilities. - [Get started with Sectorize](https://docs.abberia.com/sectorize/getting-started.md): Create sectors from terrain tiles and use Sectorize to stream terrain scenes around cameras. - [Sectorize](https://docs.abberia.com/sectorize/overview.md): Stream terrain scenes around active cameras using sector-based additive scene loading. - [Scene Manager integration](https://docs.abberia.com/sectorize/scene-manager-integration.md): Understand how Sectorize registers generated sector scenes with the Scene Manager. - [Cameras](https://docs.abberia.com/sectorize/scene-settings/cameras.md): Control which cameras Sectorize uses for terrain sector streaming. - [Sectorize settings overview](https://docs.abberia.com/sectorize/settings/overview.md): Learn how Sectorize settings are organized across sectors, scene settings, and streaming rules. - [Sectors](https://docs.abberia.com/sectorize/settings/sectors.md): Create, review, delete, load, and unload Sectorize terrain sectors. - [Streaming Rules](https://docs.abberia.com/sectorize/settings/streaming-rules.md): Configure how Sectorize loads, unloads, and caches terrain sectors around cameras. - [Asynchronous Loading](https://docs.abberia.com/sectorize/streaming-rules/asynchronous-loading.md): Load Sectorize scenes over time with pauses between scene-load attempts. - [Caching](https://docs.abberia.com/sectorize/streaming-rules/caching.md): Cache Sectorize scenes before unloading them fully. - [Immediately Loading](https://docs.abberia.com/sectorize/streaming-rules/immediately-loading.md): Load nearby Sectorize scenes immediately in one frame. - [Preventing Unloading](https://docs.abberia.com/sectorize/streaming-rules/preventing-unloading.md): Keep loaded Sectorize scenes alive near active cameras. ## OpenAPI Specs - [openapi](https://docs.abberia.com/api-reference/openapi.json)