Generate six complete low-poly biomes into your scene — seed it, shape the map, tune every detail with sliders, and bake to a dependency-free prefab. No coding.Build entire low-poly worlds in seconds — and keep tuning them like a designer,not a programmer.LowPoly Biome Builder is a one-window procedural generator for six fully-authoredbiome archetypes. Pick a biome, roll a seed, drag the map to shape it, and tweakgrouped sliders for density, composition, palette and mood lighting. PressGenerate and a coherent, fully-dressed world appears — then save it as a plainprefab your game ships without any runtime dependency on this tool.SIX COMPLETE BIOMES- Meadow — grassland, dirt roads, groves, boulders, puddles, vigil lanterns- Volcano — lava channels, basalt columns, fumaroles, the Ashen Forge caldera- Burnt Village — focal chapel, plaza, ring roads, farm quarter, scattered ruin- Snowy Mountain — pine groves, ice spikes, frozen ponds, the Eclipse Battlefield- Burning Cathedral — nave, colonnade, pews, braziers, stained-glass walls- Catacombs — the King's Tomb, maze or processional hall, bone arches, flood poolsDESIGNED FOR ITERATION- Deterministic seeds — the same seed rebuilds the same world every time- Everything is a slider — no code, no prefab wrangling- Four map shapes: rectangle, circle, polygon (3–12 sides), organic blob- Recolour the entire palette and apply per-biome mood lighting- Drop your own prefabs into per-prop override slotsCLEAN OUTPUT- Flat-shaded, solid-coloured, batching-friendly meshes- Dead-flat collision plane — water, lava and ice are visual-only and walkable- Save-as-Prefab produces dependency-free content you own- Optional NavMesh bake via Unity's free AI Navigation package- Player-build-safe runtime, isolated behind its own assembly definitionsEXTENSIBLESubclass a single base generator to author your own biome using the same window,sliders and toolkit.REQUIREMENTSUnity 6000.0 or newer. URP and Built-in Render Pipeline work out of the box —meshes use Universal Render Pipeline/Lit and fall back to Standard automatically.On HDRP, point LowPoly.Material at HDRP/Lit (a one-line change). NavMesh bakingis optional and has no hard dependency.Requirements- Unity 6000.0 or newer. Built and tested on 6000.3 LTS.Render pipelines- URP and the Built-in Render Pipeline work out of the box. Meshes use Universal Render Pipeline/Lit and fall back to Standard automatically when URP is not present.- HDRP: point LowPoly.Material (in LowPolyToolkit.cs) at HDRP/Lit — a one-line change. Colours drive _BaseColor either way.Dependencies- None. NavMesh baking is optional and calls Unity's free AI Navigation package through reflection. If that package is not installed the Bake button simply offers to open Package Manager; everything else works unchanged.Generated content- Flat-shaded, solid-coloured meshes built at edit time, structured to batch well.- Collision is a single dead-flat plane. Water, lava and ice are visual only and always walkable.- Save as Prefab produces content that holds no runtime reference to this tool.Assemblies- Runtime and editor code are separated by assembly definitions (LowPolyBiomeBuilder.Runtime, LowPolyBiomeBuilder.Editor).- All editor-only calls are guarded with #if UNITY_EDITOR, so the runtime is safe in player builds.Extending- Subclass BiomeLevelGenerator and override DefineSurfaces, ClassifyCell, Populate and Mood to author a new biome. It appears in the same window with the same slider treatment.Platforms- The generator is an editor tool. What it outputs is plain meshes, so generated levels run on every platform Unity supports.Included- Six biome generators, the shared base class and mesh toolkit, the Biome Builder editor window, a demo scene, and full documentation.Parts of the C# source were written with help from an AI coding assistant. I designed the system, reviewed and edited the code that shipped, and tested every biome before release.No AI-generated art is included. All geometry is built procedurally in code when you press Generate, and the shapes and colours come from the values in the Biome Builder window.Some store images were composited from renders captured directly out of the editor; the renders themselves are unedited output from the tool.




