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Scatter System controls how MegaWorld generates candidate sample positions before an object is spawned. It is the stage that decides whether placement feels loose, gridded, sparse, evenly spaced, or intentionally broken up.

How the stack works

Scatter uses a stack of active elements. Each active element processes the sample list in order. In practice, this means the stack can combine two kinds of behavior:
  • sample generators that create positions, such as Random Point, Random Grid, Poisson Disc, or Tiles
  • sample modifiers that change an already generated set, such as Failure Rate
Because the stack runs in order, the position of each element matters.

Why order matters

The most common pattern is:
  1. generate samples with one main scatter algorithm;
  2. optionally thin or modify the result with an extra step such as Failure Rate.
For example:
  • Random Grid gives you a structured base distribution
  • Failure Rate removes part of that distribution to make it feel less uniform

Default behavior

The current code creates Random Grid by default when a new scatter settings block is created.

Where Scatter System is used

Scatter System appears in several placement tools, especially:

Available elements

Scatter Settings

Learn how the scatter stack is stored and configured.

Random Point

Generate a random number of loose points inside the target area.

Random Grid

Generate a grid-based pattern with optional rotation and randomization.

Poisson Disc

Keep a minimum spacing between samples for a more even natural distribution.

Tiles

Generate samples from tile-like cells.

Failure Rate

Remove part of an existing sample set to make the result sparser.