> For the complete documentation index, see [llms.txt](https://alexs-organization-34.gitbook.io/scatter-graph/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://alexs-organization-34.gitbook.io/scatter-graph/introduction.md).

# Introduction

**Scatter Graph** is a node based tool to procedurally scatter point instances on a Unity terrain based on user defined rules and filters. The points data is then exported and loaded at runtime to instantiate prefabs following distance based activation/pooling rules ([lazy initialization](https://en.wikipedia.org/wiki/Lazy_initialization)). This means prefabs are instantiated and enabled only when needed without polluting the scene with thousands of GameObjects from the start of the game.

### Why Scatter Graph

Creating large environments usually means dealing with thousands of GameObjects, heavy scenes and slow editor performances. **Scatter Graph** avoids this by generating and storing placement data ahead of time. This allows to populate terrains with complex placement rules while keeping both the editor and runtime performances fast and responsive.

The goal of **Scatter Graph** is not only to populate large terrains, but to make every spawned object part of the gameplay experience. Since runtime instances are regular GameObjects, they can fully interact with gameplay systems such as physics, destruction, harvesting, AI or player interactions, allowing to create dense and fully interactable environments without sacrificing performances.

{% embed url="<https://youtu.be/s2nTuTwG4Cc>" %}


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