Quick Start Guide
This guide will walk you through your first environment placement in under 5 minutes. You can choose between the Automated Demo Workflow (recommended for testing the tool instantly) or the Manual Placement Workflow (for adding objects to your own scene).
Method A: Automated Demo Workflow (Recommended)
To bypass all manual collider, bounds, and profile setup:
- Open the Unity menu: Tools -> Decnet -> Setup Demo Scene.
- Click Awesome in the popup dialog.
- The editor will automatically:
- Create and load a new scene:
Assets/Decnet/AI Level Scatter/Demo/DemoScene.unity. - Instantiate a ground plane with a grass material and collider.
- Run the scattering algorithm using the
ForestFloorProfilepreset. - Spawn a floating 3D Text User Guide directly in your scene view.
- Create and load a new scene:
- You can immediately hit Play or use the editor tools to experiment.
Method B: Manual Placement Workflow
If you want to configure scattering on your own terrains or custom meshes, follow these steps:
1. Select the Target Surface
- Open the main window: Tools -> Decnet -> AI Level Scatter.
- Select your ground plane or terrain in the Hierarchy.
- In the ⚙ Scatter tab of the tool window, click the Use Selected button next to the Target Surface field.
- If your target mesh does not have a collider, the tool will automatically add a
MeshColliderand log a notification in the Console.
2. Configure Selection Bounds
- Click the Fit Bounds to Selection button.
- An emerald-colored bounding box will overlay your selected ground object in the SceneView.
- (Optional) Adjust the Boundary Padding slider to pull placement away from the outer edges (this is automatically clamped to 40% of the bounds size to prevent errors).
3. Assign a Scatter Profile
- Click Create New Profile to write a new ScriptableObject configuration asset, or assign an existing preset profile (e.g.
ForestFloorProfilefromAssets/Decnet/AI Level Scatter/Presets/). -
Self-Healing Feature: If you create a brand-new profile and leave its prefab list empty, the tool will automatically generate and attach high-quality procedural trees, rocks, and grass demo prefabs on the fly, allowing you to test right away.
4. Preview and Apply
- Click Generate Preview. The tool will calculate valid placement candidates and draw wireframes in the SceneView:
- Green Circles / Lines: Accepted candidates.
- Red Crosses: Rejected candidates (clumped too close, slope is too steep, or outside height boundaries).
- Adjust the Density (sample points) and Min Spacing sliders, and click Generate Preview to see the changes update in real time.
- Once satisfied, click Apply Placement.
- All spawned prefabs are grouped under a
[Scatter]parent in the Hierarchy. PressCtrl+Zto undo the placement at any time.
Next up, learn about the core architectural concepts of the tool in the Core Concepts Guide!