What it places
Detail instances on a Unity Terrain. These are rendered by Unity’s built-in terrain detail system and appear as dense grass or mesh-based ground cover depending on the detail type. Each Unity/Terrain Detail prototype corresponds to one entry in the terrain’s detail prototype list.Detail types
Unity Terrain supports two kinds of detail rendering:- Texture — renders as a grass billboard using a
Texture2Dasset - Mesh — renders as a mesh using a
GameObjectprefab
Syncing with terrain
Unity/Terrain Detail prototypes must match the detail prototypes already registered in the Unity Terrain asset. MegaWorld provides buttons in the prototype inspector to synchronize:- Get/Update Resources From Terrain — reads all detail prototypes from the terrain and adds any that are missing from the MegaWorld list
- Add Missing Resources — adds only the missing entries without removing existing ones
- Remove All Resources — removes all detail prototypes from the MegaWorld list (with warning)
Prototype settings
Each Unity/Terrain Detail prototype holds:- Terrain Proto Id — the index of this detail in the terrain’s detail prototype array
- Prefab Type — whether this detail is a Mesh or a Texture-based detail
- Prefab — the mesh GameObject (for Mesh type)
- Detail Texture — the billboard texture (for Texture type)
Supported shared systems
Unity/Terrain Detail prototypes use a subset of the MegaWorld stack:- Mask Filters — control where details are painted based on height, slope, noise, and other rules
- Spawn Detail Settings — control density, opacity, and detail-specific painting behavior
Tools that support this type
A Unity Terrain must be present in the scene. The detail prototypes must be set up in the terrain asset before MegaWorld can use them.
Use Get/Update Resources From Terrain after adding new detail types to your Unity Terrain asset to keep the MegaWorld list in sync.
