Terrain Scatter Booleans

Group of objects used as booleans when using the terrain scatter tools. Boolean objects are children of a parent that has the Terrain Scatter Boolean Group component attached.

Quick Start

1. Create group To create terrain scatter boolean group, in the scene view press Shift + S to open the functions menu and navigate to Scatter/Terrain Scatter/Add Boolean Group or from the top bar Tools/Scene Forge/Scatter/Terrain Scatter/Add Boolean Group.

2. Set Tag Create a SF Boolean Group tag and set it to the boolean group object

3. Add booleans Create a simple box and add it to the group as a child.

4. Presets At this point in order to use you need to have a terrain scatter preset, Terrain Scatter Group and a terrain. If you don't check out the Quick Start in the Terrain Scatter page in this documentation.

Once you have a preset, a terrain and a terrain scatter group, press Update on the Boolean Group or Scatter Group game object.

Notes

If you want to use mesh colliders as booleans I recommend setting them as Convex. This will both improve the processing speeds and detection of points.

Properties

  • Target preset: Terrain scatter preset to influence
  • Auto update: Updates the scatter automatically when you make any changes to the position of the objects
  • Draw colliders: If your boolean object doesn't have a renderer component and this is set to True your collider will be drawn in scene.
  • Invert: If True the objects will be scattered inside the boolean objects only

Requirements

  • Terrain Scatter Group - in order to use you need to already have a Terrain Scatter Group object using the same preset as the boolean group

  • Tag - parent object is required to have the SF Boolean Group tag

  • Collider - boolean objects are required to have a collider

  • Convex Colliders - If using Mesh Colliders make sure that they can be set to Convex. The algorithm uses method ClosestPoint() in order to determine if a point is inside the collider or not. This method requires that Mesh Colliders are set to Convex = True. The program will automatically try and set Convex to True for the duration of the scatter but if your mesh exceeds the limit a warning will appear. You can disable the use of "ClosestPoint()" by setting Collider Limits option to true in the preset settings, but that will increase process times.