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Before starting this tutorial, read:
The Object Brush lets you paint GameObjects and Terrain Objects directly in the scene view. Unlike the Object Stamper which fills an area in one pass, the Object Brush lets you direct exactly where objects appear by clicking and dragging across the scene. It runs the same filter, scatter, transform, and overlap-check systems as the procedural tools.

Step 1 — Open the MegaWorld Window and select Object Brush

Press Alt + Z to open the MegaWorld Window. In the Tools Panel, click the + button and choose Object Brush, or click an existing Object Brush instance.

Step 2 — Add a Group and prototypes

In the Selection Panel, click Add Type. Inside the Group, click Add Resource and choose Unity/GameObject. Drag your Prefabs (trees, rocks, props) into the prototype list.
Add several Prefabs to the same Group. Object Brush randomly picks among them while you paint, which naturally breaks up visual repetition.

Step 3 — Configure brush settings

In the Settings Panel, adjust:
  • Brush Size — controls the radius of the painted area.
  • Spacing — controls how far the cursor must move before another spawn point fires during a drag stroke.
  • Scatter Settings — choose how spawn points are distributed inside the brush area (random, grid, Poisson disc, and others).
Optionally add Mask Filters to restrict painting to specific heights, slopes, or terrain textures. Add Transform Components for rotation and scale variation on each placed object.

Step 4 — Paint in the scene view

Move your cursor into the Scene View. A circular brush preview shows the area that will be affected.
  • Click to paint once at the cursor position.
  • Click and drag to paint continuously across the scene.

What’s next

  • Enable Spherical mode in Brush Settings to paint on vertical or curved surfaces.
  • Use Brush Modify to adjust already-painted objects without removing them.
  • Use Brush Erase to remove painted objects.
  • Switch to Grass Brush to paint grass in the same session.
  • Read the full Object Brush reference documentation.