1. Cover the part of the map you want to paint

Create a Vegetation Area and set Perspective to Top-down. Resize World Bounds until the rectangle covers the ground where plants should grow. Leave the advanced size settings at their defaults to begin with.

2. Build the Type Set

Create types for grass, flowers, bushes and other groups. Add visual variants inside each type instead of creating a separate gameplay type for every sprite.

3. Make characters walk in front of and behind plants

Put the plants and character on compatible Sorting Layers. Set the character sprite's sorting point at its feet. The Top-down mode uses vertical position to decide which sprite appears in front. Start with the default plant sorting settings before trying per-type overrides.

4. Paint a small manual patch first

Use Scene Painter Manual mode to verify sprite size, pivot, sorting and material behavior before enabling Density or Noise generation.

  • Manual: landmarks, authored clumps, crops and exact placements.
  • Density: broad natural coverage.
  • Noise: irregular procedural variation layered over distribution.
  • Painted Placement Mask: non-destructive visual exclusion for roads/buildings; use Automatic Scene Mask when placement generation itself must be blocked.