HungryProton/scatter

Godot engine addon to randomly fill an area with props or other scenes. Mirror of https://codeberg.org/hungryproton/proton_scatter

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HungryProton/scatter has 3k+ stars and 100+ forks on GitHub, is written in GDScript, and was last pushed on Sep 27, 2026. Data as of . Signed-in members get hourly updates — create a free account.

Summary Information

Updated 2 hours ago
Type:Plugin / ExtensionCategory(s):Game DevelopmentMedia, Graphics & Games
Added to GitGenius on October 3rd, 2026
Created on August 19th, 2019
Open Issues & Pull Requests: 70 (+0)
GitHub issues: Enabled
Number of forks: 135
Total Stargazers: 3,014 (+0)
Total Subscribers: 50 (+0)

Repository Insights (GitGenius)

Median issue/PR response: 3.6 hours
Mean response time: 41.7 days
90th percentile: 38.9 days
Tracked items: 31

How this project is maintained

100% of open issues come from outside the core team, so the backlog reflects real-world use rather than internal planning. Three people close 77% of everything that gets resolved.

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Issue Activity (beta)

Open issues: 27
New in 7 days: 0
Closed in 7 days: 0
Avg open age: 525 days
Stale 30+ days: 27
Stale 90+ days: 24

Recent activity

Opened in 7 days: 0
Closed in 7 days: 0
Comments in 7 days: 0
Events in 7 days: 0

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Detailed Description

Scatter is a Godot engine addon that randomly distributes props and scenes across a defined area.

The addon addresses the problem of manually placing multiple instances of objects in a game scene, which becomes tedious and time-consuming at scale. It works by allowing developers to define an area and then automatically populate it with randomly positioned instances of specified props or scenes. This approach eliminates repetitive manual placement while maintaining control over what gets scattered and where.

Developers working on Godot projects that need environmental decoration, procedural-style object placement, or rapid scene population should consider this addon. It suits projects where visual variety through random distribution is desired without the overhead of hand-placing every instance. The tool is particularly useful for filling large areas with vegetation, rocks, debris, or other environmental props in a way that feels natural rather than uniform.

The project maintains active development with regular commits addressing bug fixes and feature improvements. The codebase shows consistent refinement of existing functionality rather than major architectural shifts. Documentation and examples are kept current alongside code changes, indicating attention to usability for new adopters.