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Before reading this page, make sure you understand Working with Data — Groups, Resource Types, and Prototypes.
The MegaWorld Window is the main hub for all Editor Window tools. It is divided into three panels that guide you from tool selection to scene interaction.

Opening the window

Open the window from the Unity menu:
Window > Vladislav Tsurikov > Mega World > Window
Or use the shortcut Alt + Z. For a split layout where each panel floats independently, use Alt + X (or Window > Vladislav Tsurikov > Mega World > Separate Windows). MegaWorld main window layout. MegaWorld separate windows layout. The interface is built around three core panels that you work through in order:
  1. Tools Panel — choose the active tool.
  2. Selection Panel — choose what the tool works with.
  3. Settings Panel — configure settings for that tool and those prototypes.

Tools Panel

The Tools Panel lets you choose which MegaWorld tool you want to work with. MegaWorld Tools panel.

Tool families

MegaWorld tools are grouped by workflow:
  • Stamper tools — Terrain Spawner, Texture Stamper, Gravity Spawner.
  • Brush tools — Advanced Brush, Spray Brush, Brush Erase.
  • PhysX Painter — Brush Physics, Precise Physics, Explode Physics, Physics Effects.
  • Happy Artist — Brush Modify, Edit, Precise Place, Pin.

Managing tools

  • Select a tool to make it active.
  • Right-click a tool to remove it from the current layout.
  • Reorder tools when you want frequently used tools closer together.
  • Use the separate windows layout if you want the tool list in its own window.
Deleting a tool from the MegaWorld Tools panel. Adding tools back to the MegaWorld Tools panel. Reordering tools in the MegaWorld Tools panel.
Keep your most-used tools visible and remove the rest temporarily. MegaWorld gets easier to navigate when the tool list matches your actual workflow.

Selection Panel

The Selection Panel controls what the active tool works with. MegaWorld Selection panel. In most workflows, this is where you choose the resource type and the specific prototypes that will be painted, stamped, modified, or erased.

Main concepts

  • Type is a reusable collection stored in the project. You can use types to organize similar prototypes, such as pines, rocks, or small trees.
  • Prototype is the actual resource that MegaWorld uses in the scene.

Common resource types

Depending on the tool, MegaWorld can work with:
  • Unity/GameObject
  • Unity/Terrain Detail
  • Unity/Terrain Texture
  • Terrain Object
MegaWorld types folder in the project. Dragging types into the MegaWorld selection.

What you can do here

  • Add prototypes to the current selection.
  • Reorder types and prototypes.
  • Copy and paste settings between selected items.
  • Disable a prototype without removing it.
  • Delete selected items from the selection set.
Reordering selected items in MegaWorld. Selection panel context menu in MegaWorld. Disabled prototype in the MegaWorld Selection panel.

Why ordering matters

In many MegaWorld workflows, order is not just visual. It can affect:
  • which prototype wins selection more often;
  • how you review and organize variations;
  • how quickly you can tune groups of similar assets.
  1. Create or choose a type for the category you want to work on.
  2. Add the prototypes you want in that type.
  3. Disable weak variants instead of deleting them immediately.
  4. Tune shared systems such as filters, transform components, and overlap checks on the selected prototypes.

Settings Panel

The Settings Panel is where MegaWorld becomes specific to the current workflow. Settings panel example in MegaWorld. Settings panel for a Terrain Detail workflow in MegaWorld. Settings panel for a Terrain Texture workflow in MegaWorld. Every tool has its own settings, and many tools also expose different settings depending on the selected resource type.

How settings are organized

MegaWorld combines two layers:
  • Tool settings — control how the tool behaves overall.
  • Prototype settings — control how each selected item behaves inside that tool.

Shared systems you will see often

Several systems appear across multiple tools:

Resource-type differences

The same tool can expose different settings depending on whether you selected a GameObject, Terrain Detail, Terrain Texture, or another supported resource type. That is why some screenshots from one workflow do not match another workflow exactly, even inside the same tool.
When a tool feels complicated, break the Settings panel into layers: first tune the tool-level controls, then tune one prototype at a time, and only after that add advanced systems such as filters or transform stacks.

Hotkeys

ShortcutAction
Alt + ZOpen the main MegaWorld window
Alt + XOpen the separate windows layout
Ctrl + BackspaceRemove all spawned data from selected prototypes
Ctrl + Backspace is destructive. Make sure the correct prototypes are selected before using it.