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Unity/Terrain Detail is MegaWorld’s resource kind for Unity Terrain detail prototypes — the grass, flowers, and small mesh objects that Unity Terrain renders as dense ground cover.

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 Texture2D asset
  • Mesh — renders as a mesh using a GameObject prefab
When you add a Unity/Terrain Detail prototype in MegaWorld, the editor shows which kind it is and which asset it uses.

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)
If the list is out of sync with the terrain, MegaWorld shows a sync error on the affected prototype.

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
Transform components, scatter, and overlap checks are not available for this type. Density and distribution are handled through Unity’s detail rendering system.

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.