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Unity/GameObject is MegaWorld’s resource kind for standard Unity prefabs. It gives you access to the full placement stack: filters, transform components, overlap checks, scatter, and spawn settings.

What it places

Any Unity prefab. The prefab is instantiated as a regular scene GameObject, parented to a container object that MegaWorld manages per scene.

Prototype settings

Each Unity/GameObject prototype wraps a single Prefab reference. MegaWorld reads the prefab’s bounding box at setup time and uses it for overlap checks and placement logic. To add a Unity/GameObject prototype:
  1. Create or select a Type of kind Unity/GameObject.
  2. Drag your prefab into the prototype list.
  3. MegaWorld registers the prototype and assigns it a unique ID.

Supported shared systems

Unity/GameObject prototypes use the full MegaWorld component stack:
  • Mask Filters — control where objects are placed based on height, slope, noise, and other rules
  • Transform Components — control rotation, scale, alignment, and position offset per prototype
  • Overlap Check Settings — prevent objects from overlapping each other or other objects
  • Scatter Settings — control how points are distributed in the placement area
  • Success — additional spawn conditions after placement evaluation

Tools that support this type

Notes

  • Objects placed as Unity/GameObject are regular scene GameObjects. They are visible in the hierarchy and saved with the scene.
  • MegaWorld groups placed objects under a container per scene to keep the hierarchy organized.
  • If a prototype is set to inactive, it is skipped during placement but stays in the list.
Use Unity/GameObject when you need standard Unity objects with full physics, scripts, or lighting baked into the placed prefabs.