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MegaWorld organizes everything you place or paint through two concepts: Types and Prototypes.

Types

A Type is a named container stored as a project asset. It groups prototypes of the same kind, such as a set of pine trees, a collection of rocks, or a group of grass textures. Types are reusable across tools. You create a Type once in your project and drag it into any tool’s selection. MegaWorld types folder in the project. Each Type holds one of MegaWorld’s four resource kinds:
  • Unity/GameObject — standard Unity prefab objects
  • Terrain Object — objects managed through a custom renderer
  • Unity/Terrain Detail — grass and mesh details on Unity Terrain
  • Unity/Terrain Texture — texture layers on Unity Terrain
A Type can only hold one resource kind. You cannot mix GameObjects and Terrain Textures in the same Type.

Prototypes

A Prototype is a single resource entry inside a Type. It wraps one asset — a prefab, a terrain layer, or a detail definition — and holds any prototype-level settings on top of it. Each Prototype has:
  • a unique ID used by MegaWorld to track it across tools;
  • an Active toggle that disables the prototype without removing it;
  • settings from the component stack, such as filter, transform, and overlap rules that apply to that prototype specifically.

How they work together

You bring a Type into the tool’s selection, and MegaWorld uses all active Prototypes inside it when spawning or painting. The tool works across all selected Types simultaneously, evaluating each Prototype according to its own rules. Dragging types into the MegaWorld selection.

Resource kinds

Resource kindWhat it placesRequires
Unity/GameObjectAny prefab
Terrain ObjectPrefab via custom rendererTerrain Object renderer in scene
Unity/Terrain DetailGrass or mesh detailUnity Terrain in scene
Unity/Terrain TextureTerrain layer / textureUnity Terrain in scene
See the individual pages for details on each resource kind.