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Before using any MegaWorld tool it helps to understand two things: how tools are categorised, and how MegaWorld stores and organises the data it uses to spawn objects.

Two types of tools

MegaWorld tools fall into two categories depending on how you add them to your project.

MonoBehavior tools

Terrain Spawner, Texture Stamper, and Gravity Spawner are MonoBehavior components. You add them directly to a GameObject in your scene — either via the Unity menu or by using Add Component in the Inspector. Unity menu showing MegaWorld MonoBehavior tools: Add Gravity Spawner, Add Terrain Spawner, Add Texture Stamper. Each spawner you add to the scene is a self-contained object. You can have several in the same scene, each with its own settings and data.

Editor Window tools

Advanced Brush, Spray Brush, Brush Erase, Brush Modify, Edit, Precise Place, Pin, and all physics tools are Editor Window tools. They live inside the MegaWorld Window and operate through the scene view using brush or click interactions.
Editor Window tools require the MegaWorld Window to be open. See Working with MegaWorld Window before using any of these tools.

Groups, Resource Types, and Prototypes

All MegaWorld tools share the same data system. Understanding it once makes every tool easier to use.

Group

A Group is a ScriptableObject asset stored in your project. It holds the configuration for what gets spawned and how. Groups are reusable — you can assign the same Group to multiple tools or areas without duplicating settings.
You can drag a Group from the Project window onto another spawner’s area field to reuse it instantly.

Resource Type

Inside a Group you choose a Resource Type. This determines the kind of object MegaWorld will place:
Resource TypeWhat it places
Unity/GameObjectPrefab instances in the scene hierarchy
Terrain ObjectObjects integrated with Unity’s terrain system
Unity/Terrain DetailGrass and detail meshes on Unity Terrain
Unity/Terrain TextureTerrain texture layers painted onto Unity Terrain

Prototype

A Prototype is the actual asset assigned inside a Group — for example, a specific tree Prefab, a TerrainLayer asset, or a detail mesh. Each Group can hold multiple prototypes. During spawning, MegaWorld picks from them according to the configured weights and settings.

The core workflow

Every MegaWorld tool follows the same data setup steps:
  1. Create a Group — in the MegaWorld Window or directly on the spawner component.
  2. Choose a Resource Type — decide what kind of object you want to place.
  3. Add Prototypes — drag your Prefabs, TerrainLayers, or meshes into the Group.
  4. Configure settings — set scatter density, transforms, filters.
  5. Use a tool — stamp, paint, spawn, or place using the active tool.