The Core Scatter Workbench is the central command center of EnviroScatter Pro AI. It samples surfaces via physics raycasts, evaluates spatial placement rules, and renders real-time 3D ghost mesh holograms in the SceneView.
Terrain data or custom 3D MeshCollider surfaces.Ctrl+Z cleanly reverts hundreds of placed GameObjects.// Surface Sampling modes supported in ScatterProfile
public enum SurfaceType
{
Terrain,
Mesh
}
| Parameter | Type | Description |
|---|---|---|
Scatter Surface |
Dropdown | Choose between Terrain (Alphamap weight rules) or Mesh (Raycast on MeshCollider). |
Target Surface Collider |
Object Field | The target ground collider. Click 🎯 Use Selected to grab the active Hierarchy selection. |
Bounds Center / Size |
Vector3 | The 3D bounding box volume where raycast rays are emitted downward. |
Density |
Int (1–5000) | Number of sampling candidate rays fired across the bounding box. |
Normal Alignment |
Float (0.0–1.0) | Slerp interpolation between World Up (Vector3.up) and surface normal vector. |
Pro Tip: Use the Reset 50m button to quickly snap the boundary box to a standard 50×10×50m testing volume centered at the target object.