OptionalbuildMilliseconds per frame spent generating tiles, nearest first.
The camera tiles stream around and whose distance picks levels of detail.
OptionallayersLayers to scatter; replaces the previous list. Missing layer fields take their defaults.
OptionallodFractional band around LOD distances that an instance must cross before switching level (stops flicker).
OptionalmaxNothing is generated beyond this distance from the camera (each layer also stops at its last LOD distance).
OptionalrefreshHow far (metres) the camera moves before instances are re-sorted into levels of detail.
OptionalsceneIf given, the scatter is added to it and updates itself whenever it renders (scene.onBeforeRender).
OptionalseedWorld seed. Same seed + same layers = same placement.
OptionalterrainMesh/group to scatter on (baked into a heightfield once), a (x, z) => y function, or omit for flat ground.
OptionaltileEdge length of a streaming tile, in metres.
Options for Scatter.create.