Visual node-based Procedural Generation for Unity. Scatter, stack, and place objects — and grow surface-aware ivy — procedurally, with real-time preview. No coding required.Asset requires the Unity's Burst system, which comes by default with Unity 6.PCG Graph brings node-based procedural generation to Unity with an intuitive visual editor. Create everything from scattered forest environments, roads, and bridges to precisely stacked library shelves — and grow procedural, surface-aware ivy that crawls walls, branches, droops across gaps, and sprouts leaves — using a flexible, extensible system.Key Features:Visual Graph Editor — Drag-and-drop node connections with real-time preview and debugging Flexible Generators — Area-based point distribution, Bezier curve paths, grid layouts, and Poisson disk sampling Object Placement — Weighted random selection, surface alignment, collision avoidance, and vertical stacking Procedural Ivy & Foliage — Grow surface-aware ivy (main stem, branches, hanging tendrils, corkscrew wraps) that adapts to any geometry, then scatter leaves with seasonal color, phyllotaxy, and distance LOD. GPU wind & snow via a Weather Zone (URP) Mesh Generation — Sweep profiles along curves and paths into tubes, pipes, rails, ropes, and vines Transform Controls — Position, rotation, and scale with randomization and constraints Extensible Architecture — Create custom nodes to extend functionalityBuilt for Performance:Burst-compiled jobs for fast point generation Native collections for memory efficiency Combined-mesh output with distance LOD for vines and leaves Editor and runtime supportEasy Integration:Works with existing prefabs and materials Non-destructive workflow with undo support Deterministic seeding for reproducible resultsUnity Version: 6+ (should work with older versions such as 2023+, but it's tested with version 6. The Burst dependency comes by default with Unity 6.) Render Pipeline: The core PCG system (nodes, point generation, instancing, mesh generation) works with Built-in, URP, and HDRP. The Ivy & foliage visuals — the included vine and leaf shaders and the GPU wind & snow effects — target URP. The Ivy Generator's geometry still generates in any pipeline, but for the out-of-the-box look (and wind/snow) use URP; in Built-in/HDRP, supply your own vine/leaf materials. Dependencies: Burst, Collections, Mathematics (included with Unity) Platforms: All platforms supported by UnityHave used AI to help with complex math and other operations, review and annotate code, create documentation.




