Main Scatter Window

The Main Scatter Window (Tools -> Decnet -> AI Level Scatter) is the primary workspace for environment placement. It contains sliders, settings, and preset dropdowns to manage the core placement logic.


1. Target Surface Selection

The scatter engine supports two primary ground modes:

  • Terrain Mode: Automatically identifies the active Unity Terrain. Samples points using native height and normal interpolation APIs.
  • Mesh Mode: Raycasts down onto a targeted 3D mesh collider (e.g. standard planes, custom terrain meshes, or rock formations).
    • Pro Tip: If your mesh object lacks a collider, the editor will automatically add a MeshCollider to enable raycast placement without manual intervention.


2. Selection Bounds & Viewport Alignment

To target a specific region:

  1. Select your ground object in the Hierarchy.
  2. Click Fit Bounds to Selection. An emerald green boundary wireframe will appear in the SceneView.
  3. If no ground exists, the tool will automatically create a plane named [Decnet Auto Ground] positioned at your current SceneView camera focus pivot, rather than standard origin coordinates.
  4. Adjust the Boundary Padding slider to prevent elements from bleeding over cliff edges or walls.

3. Prefab Entry Management

Manage the environmental assets in the active profile:

  • Prefabs: Assign 3D asset prefabs (trees, stones, grass).
  • Weight: Relative frequency multiplier. If Prefab A has a weight of 5 and Prefab B has a weight of 1, Prefab A will spawn 5 times more frequently.
  • Scale Range: Customize scale variance (Min Scale, Max Scale). You can force uniform scaling to prevent stretching.
  • Rotation Offset: Set random rotation boundaries. By default, the Y axis is set to 0–360° to rotate props naturally.

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