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Brush Erase removes placed objects and terrain details directly in the scene view. You click or drag to define an erase area, and the tool removes objects within that area based on brush mask strength, filter fitness, Erase Strength, and each prototype’s per-prototype erase probability. The tool does not delete everything it touches. Each candidate object passes through a probability check before it is removed, which lets you erase softly or selectively.
New to Brush Erase? Follow the step-by-step Brush Erase — Getting Started tutorial first.

Supported resource types

Brush Erase supports:

Tool-level settings

Brush Erase Tool Settings

Erase Strength — scales the overall probability that any given object is erased. Range: 0 to 1. Default: 1. At 1, fitness and brush mask are the only limiting factors. At lower values, fewer objects pass the erase check even when fitness and mask are high.

Brush Settings

Controls the brush used to define the erase area.
  • Brush Size — diameter of the erase area in world units. Default: 100. Use Shift + Scroll Wheel in the scene view to adjust.
  • Spacing — minimum distance the cursor must move before the tool re-fires during a drag. Default: 30.

Group-level settings

For Terrain Object and Unity/GameObject groups

  • Filter Settings — controls which objects pass the filter. Supports both Simple Filter and Mask Filter modes.

For Unity/Terrain Detail groups

  • Mask Filter settings — applied as a mask texture over the erase area to modulate detail density reduction.

Per-prototype settings

Each prototype has an Additional Erase Settings section with one field: Success of Erase (%) — the probability, in percent, that an object is erased once it has already passed the fitness and brush mask check. Range: 0 to 100. Default: 100. At 100, every object that passes the main check is erased. At lower values, the tool skips some objects randomly, leaving them in place.

How erase is evaluated

For each object inside the brush area, the tool computes a combined probability value:
fitness × brush_mask_alpha × Erase Strength
A random value from 0 to 1 is compared against this combined value. If the random value is less than the combined value, the object moves to the second check — the per-prototype Success of Erase (%) — which applies another random probability. Only objects that pass both checks are removed. For Terrain Detail, the same logic applies per detail cell, but erasure reduces the detail density value rather than deleting a discrete object.

When to use Brush Erase

  • Cleaning up unwanted placements after a procedural spawn pass.
  • Cutting paths or clearings through vegetation.
  • Thinning dense areas without removing everything.
  • Erasing terrain details with mask-aware, graduated density reduction.
If the brush removes too much at once, reduce Erase Strength first. If you want specific prototypes to survive more often, lower their Success of Erase (%) rather than changing the whole tool.