Your vegetation data

World Data stores the vegetation you have placed. Keep this asset and its .meta file with your project: it is the part you need to recover your work.

  • Manual: place individual plants or paint groups of plants.
  • Density: paint how much vegetation should grow in a region.
  • Noise: vary the distribution using procedural rules.
  • Placement Mask: hide plants without deleting them. Erasing the mask reveals them again.

What Unity renders

The asset generates an atlas and Runtime Data from your plants and settings. These help it draw and stream a dense world. You can rebuild them from World Data; rebuilding is not a way to recover deleted authored placements.

Use the Painter to change where plants grow, and the Type Set to change how they look. Changing wind or tint does not require painting the world again.

Type Set → Type → Variant

A Type Set is your plant library. A type can represent grass, a flower or a bush, with its own size, color, wind and shadows. Add variants to use several sprites for the same plant. Variants share the type settings unless you override them.