Create visually rich, high-performance procedural worlds at runtime! Stream world using a procedural ground shader, biome-based spawning, procedural sky and optional weather and day/night systems.Runtime World Generation is built as a complete visual world solution for Unity, designed to handle the environment dynamically at runtime. It combines fast procedural world generation and streaming with foliage and object spawning, alongside world-and-sky integrated day/night and weather systems, world time, seasons, dynamic clouds, sky visuals, and environmental transitions — providing the core systems needed to create large, living, visually rich worlds while maintaining high frame rates.Generate and stream terrain, vegetation, water, and world objects automatically around the player, camera, or any custom follow transform. The world can begin at any position and continues generating seamlessly as the followed transform moves.The package also includes multiplayer-ready functions and synchronization support designed to integrate with existing multiplayer workflows.No manual terrain sculpting, texture painting, or foliage placement is required. Runtime World Generation provides the systems needed to build dynamic open worlds without having to create separate solutions for terrain streaming, biome spawning, vegetation rendering, weather, Save / Load, water, world events.Spawning is fast enough to keep up with fast-moving players, while vegetation is rendered using indirect GPU instancing. In testing, a standalone build achieved over 100 FPS on a GTX 1660 Ti in a world similar to the environments shown in the screenshots.The package also includes a deterministic Save / Load system with multiple named saves, multiplayer synchronization integration, procedural Biomes and Areas, runtime water, and a fully integrated weather system.Sky, seasons, and the complete Timing System are URP-only.The entire system is designed to work smoothly with your existing content, making it easy to integrate your own assets and replace any of the included default assets whenever needed. Add your own trees, grass, rocks, buildings, props, animals, resources, and gameplay objects, or replace the included example assets entirely. The included editor tools handle the required materials, data, and spawn configuration.MAIN FEATURES• Runtime Procedural World Generation – Terrain and world content are generated dynamically at runtime.• Automatic World Streaming – Regions, vegetation, and objects automatically stream in and out around the followed transform.• Multiplayer Integration Workflow – Includes synchronization workflows and functions for generated Regions, spawned objects, world time, runtime removal operations, new world generation, and late-joining clients. Tested with Unity Netcode for GameObjects. Networking setup and connection architecture are configured separately by the developer.• Deterministic Save / Load – Save and restore generated worlds with support for multiple named saves.• High-Performance Vegetation Rendering – Grass and vegetation are rendered using indirect GPU instancing for large-scale environments.• Start Anywhere – No predefined world origin or special starting location is required. Begin at any world coordinate.• Areas, Regions & Biomes – Structure large worlds using configurable geographical Areas, Regions, and Biomes.• Spawn Matrix – Control large-scale Area distribution using a continuously repeating matrix. Assign specific Areas to individual cells or leave them randomized.• Procedural Terrain Generation – Generate mountains, hills, world noise, and configurable terrain heights dynamically.• Procedural Ground Materials – A dual-layer terrain material system blends surfaces using height, slope, and noise, with dedicated slope texture and slope normal support.• Vegetation & Object Spawning – Spawn grass, trees, rocks, bushes, buildings, props, and custom objects throughout the generated world.• Custom Content & Editor Tools – Add your own trees, grass, props, buildings, animals, resources, and gameplay objects using the included setup tools.• Weather System – Clear, Rain, and Snow states with snow and wetness coverage on compatible terrain, foliage, trees, and world objects. Indoor Layer support prevents weather particles from entering interiors.• Timing, Seasons & Day/Night – Optional time progression, seasonal changes, Sky Shader, clouds, sun and moon movement, and Time UI. (URP)• Runtime Water System – Configurable runtime water support for both URP and HDRP.• Runtime API & Region Events – Query terrain positions, remove foliage and objects at runtime, and react to Region spawn, activation, deactivation, removal, and player movement.URP AND HDRP SUPPORTBoth pipelines support the core Runtime World Generation system, including terrain generation, world streaming, water, vegetation, object spawning, and the Weather System.URP additionally supports the complete Timing System, seasonal progression, automatic time-based weather changes, Time UI, Sky Shader, clouds, sun integration, and the full day/night cycle.In HDRP, Clear, Rain, and Snow states can be triggered manually through the provided runtime functions. Particle effects are displayed, and compatible terrain, foliage, trees, and world objects visually react with snow and wetness coverage.HDRP weather does not currently control the sky, clouds, sun, or scene lighting. The Timing System, seasons, automatic weather progression, Sky Shader, clouds, and day/night cycle are URP-only.CUSTOM WORLD CONTENTRuntime World Generation is built to work with your own assets. Add trees, grass, flowers, bushes, rocks, buildings, animals, props, resources, and gameplay objects using the included editor tools, which handle the required materials, data, and spawn configuration.Objects can be assigned to specific Biomes and configured with spawn density, grouping, random gaps, scale and rotation variation, terrain alignment, maximum slope, allowed height range, and spacing behavior.You can also spawn gameplay objects directly from your own code.Terrain position sampling allows enemies, buildings, resources, quest objects, chests, and other gameplay elements to be placed directly on the generated terrain surface.Region events can be used to automatically create or remove gameplay objects as Regions become active, inactive, spawned, or removed.PERFORMANCEPerformance was a primary focus during the development of Runtime World Generation.Regions stream dynamically around the followed transform, while vegetation rendering uses indirect GPU instancing to support large amounts of foliage efficiently.The system has been tested on a GTX 1660 Ti, where a standalone build achieved over 100 FPS in a world similar to the environments shown in the screenshots.Some overhead or stuttering may occur inside Unity Editor Play Mode. Final performance should be evaluated in a standalone build.Actual performance varies depending on resolution, render pipeline, World Quality, render distances, vegetation density, spawned object count, world configuration, and hardware.INCLUDED EXAMPLE CONTENT• 5 rocks• 15 trees• 8 grasses• 5 flowers• 6 bushes• 3 dead leavesThese models are included as example content.Runtime World Generation is not a 3D model pack — its purpose is to provide a fast, flexible runtime world generation and streaming framework. Dedicated editor panels and setup tools are included to help you integrate your own trees, grass, rocks, buildings, props, and other world assets into the system. All included example models can also be used in your own projects.REQUIREMENTS• Unity 6 or newer• URP and HDRP supported• Built-in Render Pipeline is not supported• Visual Effect Graph (VFX Graph) required• TextMesh Pro (TMP) required• HDRP requires Motion Vectors to be disabled for indirect GPU instancing• Sky, Timing System, seasons, and day/night cycle are URP-only• Mobile platforms are not officially supportedFull documentation and dedicated URP and HDRP example scenes are included.SUPPORTQuestions about setup, integration, or Runtime World Generation?Email: runtimeworldgeneration@gmail.comDiscord: https://discord.gg/eJF55w7bHZUnity Version• Unity 6 or newer requiredRender Pipeline Support• Universal Render Pipeline (URP)• High Definition Render Pipeline (HDRP)Core World Generation• Runtime procedural world generation and automatic Region-based streaming• World generation follows the player, camera, or any custom World Follow Transform• World can start from any position with no predefined origin required• Configurable Areas, Regions, Biomes, mountains, hills, World Noise, and terrain heights• Spawn Matrix for controlling large-scale Area distribution• Procedural dual-layer ground material system with height, slope, and noise-based blending• Runtime Water System for both URP and HDRP• Configurable terrain render distance and foliage/object spawn distance• Instant Generation OnStart And Load option for completing the initial world build immediately instead of progressively streaming it over multiple framesVegetation and Object Spawning• Indirect GPU instancing for high-performance vegetation rendering• Grass, Tree, and Other Object Pack systems• Biome-based spawning• Configurable density, grouping, randomized gaps, scale, rotation, terrain alignment, slope limits, height limits, and object spacing• Supports custom trees, grass, rocks, bushes, buildings, props, animals, resources, and gameplay objects• Dedicated editor tools automatically create the required materials, prefabs, and spawn data where applicable• Optional Tree Mesh Generator includedGrass is rendered directly using indirect GPU instancing, while trees and other objects can use prefabs and optional colliders.Weather, Sky and Time• Clear, Rain, and Snow weather states• Rain and snow particle effects• Snow and wetness effects on compatible terrain, foliage, trees, and objects• Indoor Layer support for preventing weather particles from entering interiors• Manual weather control through the runtime APIURP additionally supports the full Timing System, seasons, automatic time-based weather progression, Sky Shader, clouds, sun and moon movement, day/night cycle, and Time UI.HDRP supports manually triggered weather and surface effects, but weather does not currently control the HDRP sky, clouds, sun, or scene lighting.Multiplayer Integration• Optional multiplayer world-synchronization workflow• Synchronization support for generated Regions, spawned objects, world time, runtime removal operations, new world generation, and late-joining clients• Tested with Unity Netcode for GameObjects using Host-Client and Server-Client configurations• Server, Host, Client, and Single Player world states supportedRuntime World Generation provides the world synchronization workflow rather than a complete networking framework. NetworkManager, transport, connection flow, lobby, matchmaking, authentication, hosting, and other networking systems must be configured separately by the developer.Save / Load• Deterministic world regeneration• Multiple named saves• Runtime Save, Load, and New Save functions• Terrain and vegetation regenerate consistently after loading• Runtime foliage removal is persisted through saves• Clear Old Saves option includedRuntime API and Events• World start and after-start events• Time, season, Area, and weather change events• Region spawn, activation, deactivation, removal, and spawn-complete events• Runtime terrain position sampling• Runtime terrain normal sampling• Combined terrain position and normal sampling with RegionSurface• Runtime foliage removal API• BuildWorldInstant() for immediately generating missing Regions around the camera• Manual Clear, Rain, and Snow functions• Current weather, temperature, world time, and date accessAnti-Aliasing Recommendation• For foliage-heavy scenes, FXAA is recommended when TAA produces visible ghosting or smearing during camera movement• FXAA can provide a cleaner and more stable appearance for grass and fine vegetation affected by temporal artifactsPerformance• Recommended World Quality: Medium• Runtime world streaming designed for continuous gameplay movement• Standalone build tested at over 100 FPS on a GTX 1660 Ti in a world similar to the asset screenshots• Unity Editor Play Mode may introduce additional stuttering or overhead• Depending on project and hardware, standalone builds can run up to approximately 3× faster than Editor Play Mode• Actual performance depends on resolution, render pipeline, World Quality, render distances, vegetation density, object count, and hardwareIncluded Example Content• 5 Rocks• 17 Trees• 8 Grasses• 5 Flowers• 6 Bushes• 3 Dead LeavesThe included models are example content and can be replaced with your own assets. Runtime World Generation is a world-generation framework rather than a 3D model pack.Requirements• Unity 6 or newer• URP or HDRP• VFX Graph required• TextMesh Pro (TMP Essentials) required for the included demo scenes and Time UI• HDRP Motion Vectors must be disabled for indirect GPU instancing• Mobile platforms are not officially supportedIncluded DocumentationQuick Start, World Setup, ground materials, Areas, Regions, Biomes, Spawn Matrix, vegetation/object setup, Tree Mesh Generator, Weather/Sky/Timing, Water, Save/Load, runtime API/events, multiplayer integration, URP/HDRP notes, performance guidance, and troubleshooting are covered in the included documentation.Bu sürüm bence teknik description için çok daha iyi: satın alacak kişi ne yaptığını görüyor ama dokümandaki her inspector parametresini Asset Store sayfasında okumak zorunda kalmıyor. Ayrıca 10.000 karakter sınırının da oldukça altında kalıyor.AI-assisted tools were used during the creation of some texture assets, for assistance with reviewing and improving parts of the written documentation, water shaders, and for limited assistance with certain code implementations.The overall system architecture, code structure, and nearly all of the source code were created by the publisher. Any AI-assisted code was reviewed, modified, and manually integrated into the package by the publisher.Generated or AI-assisted visual content was also reviewed, edited, adjusted, and prepared before being included in the package.

