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:- Create or select a Type of kind Unity/GameObject.
- Drag your prefab into the prototype list.
- 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
- Terrain Spawner
- Advanced Brush
- Spray Brush
- Brush Erase
- Brush Modify
- Edit
- Precise Place
- Pin
- Gravity Spawner
- Brush Physics
- Precise Physics
- Explode Physics
- Physics Effects
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.
