Visual node-graph for procedural placement. 50+ nodes with BatchRendererGroup GPU instancing, Burst-compiled spatial culling, live preview, and attribute pipeline.Procedural Placement Graph (PPG) is a node-based framework for placing objects procedurally in your scenes — with GPU-accelerated rendering that scales to massive instance counts.Build placement rules visually by connecting nodes in a graph editor. PPG handles generation, filtering, transformation, and instancing — all without writing code.■ GPU-Instanced Rendering (BatchRendererGroup)Set the Instancing Mode to BRG and your prefabs are rendered via Unity's BatchRendererGroup — no GameObjects created, minimal draw calls. Instances are automatically partitioned into spatial grid cells with per-cell frustum culling powered by a Burst-compiled job. Multi-material prefabs and LODGroup prefabs (LOD0) are supported out of the box.■ Performance at Scale10,000 instances → single-digit draw calls (vs 10,000 with GameObject mode)Grid-based spatial culling skips off-screen cells entirelyBurst/Jobs compiled pipeline for sampling, filtering, relaxation, noise, and cullingHash-based node output caching for instant re-execution on partial graph changes■ Flexible & Extensible50+ built-in nodes: generators, filters, transforms, attributes, instancers, spline sampling, flow controlWorks with any prefab, any terrain, any scene scaleParameter overrides let one graph produce varied results per PPGComponentSubGraphs for reusable placement patternsCustom nodes via a simple C# interface■ Artist-FriendlyLive Scene preview with density, steepness, and attribute color modesFull Undo support for Generate/CleanupTerrain integration: height sampling, slope filtering, splat-map densityUnity Splines integration for path-based placementDesigned for level designers and technical artists who want production-quality procedural placement with GPU-level performance.DocsBatchRendererGroup (BRG) instancing mode: renders instances via GPU buffer upload with zero GameObject overhead — one draw call per mesh+material+grid cellBurst-compiled grid culling: per-cell AABB vs frustum test runs as an IJob on worker threads, with automatic shadow pass bypassSpatial grid partitioning: instances are split into configurable XZ cells (default 32m) for efficient frustum cullingMulti-material submesh support: prefabs with multiple materials emit one draw command per submesh, sharing the same instance bufferLODGroup auto-extraction: LOD0 mesh/material automatically used for BRG renderingAutomatic BRG fallback: incompatible prefabs (skinned mesh, missing materials) gracefully fall back to GameObject mode with diagnostic logging50+ built-in nodes: generators, samplers, filters, transforms, attributes, instancers, spline, flow control9 Burst/Jobs compiled operations: surface sampling, poisson disk, self-pruning, Lloyd relaxation, noise, distance, transforms, nearest-seed, grid cullingHash-based node output caching: only re-executes nodes whose inputs or settings changedParameter override system: expose node fields to PPGComponent inspector for per-instance customizationSubGraph composition for reusable placement patternsUnity Splines integration (SplineContainer binding, path-based sampling)Terrain integration: heightmap sampling, slope filtering, terrain layer densityLive Scene preview with density/steepness/attribute color overlay and XRay toggleBinding system for scene object references (Terrain, Transform, SplineContainer, MeshFilter)Full Undo/Redo support for Generate and Cleanup operationsEditor and Play Mode generation with automatic domain-reload recoveryRequires Unity 6000.0+, Burst, Collections, Mathematics, Splines (auto-resolved via UPM)SRP-independent: works with URP, HDRP, and custom SRP (BRG requires SRP; Built-in RP not supported)AI coding assistants (Claude Code, OpenAI Codex) were used during development for code review, API surface auditing, and documentation drafting. All generated code was reviewed, tested, and manually integrated. Core architecture, node implementations, and Burst/Jobs optimization were designed and written by the author.





