GeoCity Forge – Real-World City Generator
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Generate editable, tiled Unity cities from local OpenStreetMap PBF and GeoJSON data—complete with procedural buildings, roads, water, vegetation, exportable prefabs, and bounded runtime tile loading.Turn real-world map data into playable Unity cities.GeoCity Forge is an Editor-first city generation toolkit for converting locally supplied OpenStreetMap PBF and supported GeoJSON data into editable, spatially tiled Unity environments.Select an administrative boundary, import a lawful local dataset, and generate deterministic city geometry directly inside Unity. GeoCity Forge can create buildings, roads, paths, bridges, water, parks, land-use surfaces, vegetation, terrain-aware geometry, and runtime-ready tile prefabs without requiring an API key, paid map service, third-party account, or telemetry connection.Full-city map dataFull-city generation requires an OpenStreetMap .osm.pbf extract, which is not bundled with the asset. Download a suitable country or regional extract from providers such as Geofabrik or the OpenStreetMap France extract server. GeoCity Forge can use an existing local file or download one from a direct HTTPS .osm.pbf URL. A detailed PBF Download Guide with provider links and example files is included.Key featuresImport complete city boundaries from local .osm.pbf filesImport standard and supported Overture-style GeoJSONOffline city search using a bundled public-domain indexGenerate tiled buildings, roads, bridges, paths, water, parks, and land useDeterministic procedural vegetation and semantic materialsGame Ready, High Detail, Architectural Visualization, and Blockout presetsBuilding and road batching for more manageable Unity hierarchiesBuilding LOD generation and optional gameplay collidersNearby authoring previews for working with large citiesScene View following with bounded tile residencyCompact prefab export with a city manifest and attribution documentsReady-to-use bounded runtime tile loaderComplete-city FullCity.prefab export for smaller cities, editing, and offline renderingStable source IDs, retained source tags, provenance, confidence, and inference reportingCancellation, staging, cache validation, and deterministic regenerationCustom material profiles for project-specific appearanceSynthetic Basic District sample for an internet-free first runNo API keys, accounts, paid services, or hidden analytics requiredImportant scope informationGeoCity Forge produces procedural city environments suitable for blockouts, simulation prototypes, visualization, and early gameplay. Procedural materials, inferred road widths, vegetation placement, elevations, and structural details are not surveyed real-world facts.Version 1.0.1 does not provide exact landmark reconstruction, production traffic simulation, authoritative lane or turn graphs, NavMesh generation, tunnel interiors, HLOD, floating-origin support, or engineering-grade road geometry. Complex road junctions and malformed or overlapping source data may require manual cleanup.Users are responsible for confirming that imported data and generated exports comply with the relevant dataset licence. GeoCity Forge preserves source attribution and provides guarded export workflows for supported data declarations.Unity 2021+Works with URP & Built-in pipelineNo external dependencies requiredCertain non-core elements of this package were created or refined with the assistance of AI tools during development, including some example assets and documentation drafting. All final content, tool logic, workflows, scripts, structure, optimization, and package integration were reviewed, edited, and finalized by the publisher.The core functionality of this package, including procedural world generation systems, asset variation workflows, Unity editor tooling, and production pipeline features, was designed and implemented by the publisher.




