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 a procedural world generation and streaming system for Unity, designed to create visually rich environments while maintaining high runtime performance.Generate large procedural worlds dynamically at runtime and automatically stream terrain, vegetation, and world objects around the player, camera, or any custom follow transform.The system includes terrain generation, large geographical Areas, Regions, Biomes, configurable height generation, vegetation and object spawning, procedural terrain materials, deterministic Save/Load support, region-based events, weather, water, and configurable world streaming.The camera or followed transform can start at any world position. No predefined origin or special starting location is required. The required terrain and Regions are automatically generated around the followed transform and continue streaming as it moves through the world.Runtime World Generation creates its terrain procedurally at runtime. No manual terrain sculpting, texture painting, or foliage placement is required.The included dual-layer procedural ground material system automatically selects and blends terrain surfaces using terrain height, slope, and procedural noise. Dedicated slope textures are also supported, while compatible weather effects can dynamically change the appearance of generated surfaces and supported world objects.A configurable Spawn Matrix provides additional control over the large-scale distribution of Areas. The matrix repeats continuously across the world, and individual cells can be assigned a specific Area or left as Random for procedural selection.Runtime terrain position sampling functions are included, making it easier to place gameplay objects directly on the generated terrain surface and integrate your own gameplay systems with the procedural world.The package also includes editor tools for creating and configuring custom trees, grass, vegetation, rocks, props, buildings, and other spawnable world objects.Main Features• Runtime procedural world generation• Automatic world streaming around a camera or custom follow transform• Start the player or camera at any world position• Large Area and Region-based world structure• Configurable Spawn Matrix for large-scale Area distribution• Biome system• Mountains, hills, world noise, and configurable height generation• Grass, tree, rock, vegetation, and custom object spawning• Editor tools for adding custom trees, grass, props, buildings, and other world objects• Optional Tree Mesh Generator• Indirect GPU instancing for vegetation• Configurable vegetation density, scale, rotation, slope, height, and distribution• Dual-layer procedural terrain material system• Height-based terrain texture selection• Noise-based terrain layer blending• Slope texture and slope normal support• Runtime water system for URP and HDRP• Deterministic Save/Load system• Multiple named save support• Region spawn, activation, deactivation, removal, and current-region events• Runtime API for terrain position queries• Runtime foliage removal API• Weather System support for URP and HDRP• Rain, Snow, and Clear weather states• Snow and wetness coverage for compatible terrain, foliage, and world objects• Indoor Layer support for preventing weather particles from entering indoor areas• Optional Sky and cloud system for URP• Optional Timing System for URP• Optional Seasons and day/night cycle for URP• URP and HDRP example scenesURP and HDRP SupportBoth URP and HDRP support the core Runtime World Generation system, including terrain generation, world streaming, water, vegetation, object spawning, and the Weather System.URP also supports the complete Timing System, seasonal progression, automatic time-based weather changes, Time UI, Sky Shader, clouds, sun integration, and day/night cycle.In HDRP, Clear, Rain, and Snow weather states can be triggered manually using the provided runtime functions. Rain and snow particle effects are displayed, and compatible generated surfaces, foliage, trees, and world objects can visually react to weather with effects such as snow and wetness coverage.HDRP weather currently does not control the sky, clouds, sun, or scene lighting. The Timing System, seasonal progression, and automatic time-based weather progression are currently URP-only.Custom World ContentRuntime World Generation is designed to work with your own assets.You can add your own:• Trees• Grass• Flowers• Bushes• Rocks• Buildings• Animals• Props• Resources• Gameplay objects• Other custom world contentThe included editor tools simplify the process of creating the required materials, data, and spawn configuration for new world objects.Objects can be assigned to specific Biomes and configured with properties such as spawn density, grouping, random gaps, scale variation, rotation variation, terrain alignment, maximum slope, allowed height range, and spacing behavior.The system also supports manually spawning gameplay objects from your own code. Terrain position sampling can be used to place enemies, buildings, resources, quest objects, chests, or other gameplay elements directly on the generated terrain surface.Region-based events can also be used to create or remove gameplay objects as Regions become active or inactive.Included Example ContentThe package includes example environment content that can be used directly or replaced with your own assets:• 5 rocks• 15 trees• 8 grasses• 5 flowers• 6 bushes• 3 dead leaf meshesThe included models are example content.Runtime World Generation is not a 3D model pack. The main purpose of the package is to provide a fast and flexible runtime procedural world generation and streaming framework.All included example models can also be used in your own projects.Performance FocusedRuntime generation and world streaming were designed with performance as a primary focus.Terrain and Regions are streamed dynamically around the followed transform, while vegetation uses indirect GPU instancing.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 package screenshots.Some additional performance overhead or stuttering may occur while testing inside Unity Editor Play Mode. Final performance should be evaluated in a standalone build.Actual performance may vary depending on resolution, render pipeline, World Quality, render distances, vegetation density, spawned object count, hardware, and additional gameplay systems.Requirements and Compatibility• Unity 6 or newer• URP and HDRP supported• Visual Effect Graph (VFX Graph) is required• Sky, Timing System, Seasons, and day/night cycle currently support URP only• HDRP Weather System is supported through manually triggered weather states• HDRP requires Motion Vectors to be disabled for indirect GPU instancing• Mobile platforms are not officially supportedFull documentation and dedicated URP/HDRP example scenes are included.Unity Version• Unity 6 or newer requiredRender Pipeline Support• Universal Render Pipeline (URP)• High Definition Render Pipeline (HDRP)URP Support• Runtime world generation• Runtime world streaming• Terrain rendering• Water System• Foliage and object spawning• Weather System• Rain, Snow, and Clear weather states• Weather-based surface effects• Sky and cloud system• Timing System• Seasonal progression• Day/night cycle• Time UIHDRP Support• Runtime world generation• Runtime world streaming• Terrain rendering• Water System• Foliage and object spawning• Weather System• Manually triggered Clear, Rain, and Snow weather states• Rain and snow particle effects• Snow and wetness coverage on compatible terrain, foliage, trees, and world objectsHDRP weather currently does not control the sky, clouds, sun, or scene lighting.Timing System, seasonal progression, automatic time-based weather progression, Sky Shader, and cloud system currently support URP only.Requirements• VFX Graph required• TMPro required for the included UI elements• HDRP Motion Vectors must be disabled for indirect GPU instancing• Mobile platforms are not officially supportedWorld Generation• Does not use Unity Terrain• Terrain meshes are generated procedurally from scratch at runtime• Runtime procedural terrain generation• Automatic Region-based world streaming• Large Area and Region-based world structure• Biome-based world configuration• Configurable Spawn Matrix for large-scale Area distribution• Spawn Matrix repeats continuously across the world• Matrix cells can use a specific Area or procedural Random Area selection• Configurable mountains, hills, World Noise, and height generation• Custom World Follow Transform support• World generation can start from any world position• No predefined world origin or special starting position required• Runtime terrain colliders are generated for the required world Regions• Terrain height and surface position sampling API includedProcedural Ground Shader• No manual terrain texture painting required• Dual-layer procedural ground material system• Each layer supports multiple terrain textures• Texture selection and blending based on terrain height• Dedicated slope textures and slope normals for steep terrain surfaces• Noise-based blending between ground layers• Configurable texture transition ranges• Procedural surface variation across large world Areas• Configurable texture tiling• Custom distance-based shader LOD logic to reduce visible texture repetition• Compatible ground surfaces visually react to supported weather effectsWater System• Supported in both URP and HDRP• Optional runtime water system• Configurable global water height• Integrated with the runtime-generated worldSpawning and Rendering• Indirect GPU instancing for vegetation• Grass Pack system• Tree Pack system• Other Object Pack system• Biome-based vegetation and object distribution• Configurable spawn density• Configurable group-based spawning• Randomized gaps and clearings• Randomized scale and rotation• Terrain normal alignment• Maximum slope restrictions• Minimum and maximum spawn height restrictions• Object spacing and occupancy control• Multiple compatible meshes and materials can be used for variation• Custom Region-based spawning through runtime events• Weather-compatible URP and HDRP object shadersObject Setup Editor Tools• Dedicated Add Object editor tool• Tree creation workflow• Grass creation workflow• Other Object creation workflow• Supports rocks, bushes, props, buildings, vegetation, and other custom world objects• Automatic creation of required materials and data assets• Automatic prefab creation where applicable• Biome selection directly during object creation• Automatic normal map import handling• Read/Write validation for meshes that require runtime collider generation• Created objects can be fine-tuned through their spawn data assetsTree Mesh Generator• Optional Tree Mesh Generator included• Generate tree meshes from a trunk mesh and one or more leaf meshes• Configurable leaf count• Multiple leaf mesh variants• Configurable leaf size and tree size• Minimum trunk distance and minimum leaf height controls• Leaf density distribution controls• Normal offset controls• Randomized leaf tilt• Generated meshes use the required trunk/leaf submesh layout automaticallyWeather System• Clear, Rain, and Snow weather states• Rain and snow particle effects• Weather-compatible terrain and object materials• Snow coverage• Wetness/rain surface response• Indoor Layer support• Indoor Layer can prevent rain and snow particles from entering collider-based indoor areas• URP supports automatic weather integration with the Timing and seasonal systems• HDRP weather states can be triggered manually through the runtime APIAnti-Aliasing Recommendation• For foliage-heavy scenes, FXAA — Fast Approximate Anti-Aliasing — 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 while the camera is moving in scenes affected by temporal artifactsSave / Load• Deterministic world regeneration• Multiple named save support• Runtime Save, Load, and New Save functions• Terrain and vegetation regenerate consistently after loading• Clear Old Saves option included for removing saves created with previous baked world data• Existing save files are not automatically removed when the world is bakedEvents and Runtime API• World start event• Time progression event• Season change event• Area change event• Weather change event• Region spawn event• Region activation event• Region deactivation event• Region removal event• Current Region change event• Runtime terrain surface position query• Runtime foliage removal API• Manual Clear, Rain, and Snow weather functions• Region center position access• Current temperature access• World time and date accessIncluded Example Meshes• 5 Rocks• 15 Trees• 8 Grasses• 5 Flowers• 6 Bushes• 3 Dead leafesThe included environment models are example content and can be replaced with your own assets.Demo Content• URP example scene• HDRP example scene• Example Areas and Biomes• Example height configurations• Example vegetation configurations• Example object spawn configurations• Weather examples• Water setupDocumentation• Quick Start guide• World Setup guide• Ground Material setup• Spawn Matrix configuration• Area and Biome configuration• Height configuration• Grass setup• Tree setup• Other Object setup• Add Object editor workflow• Tree Mesh Generator setup• Water setup• Weather, Sky, and Timing System setup• Save/Load API• Events and runtime functions• Custom object spawning• URP-specific notes• HDRP-specific notes• Performance notes• Common setup issues and troubleshootingAI-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.

