UNBOUND is a procedural generator of endless, connected, gameplay-ready open worlds for URP, fully editable by hand.Unity 2022.3 and Unity 6 compatible.UNBOUND is a procedural open-world generator for URP that builds endless, connected worlds made for gameplay. It creates terrain with roads, bridges, rivers, rocks, POIs and dense vegetation, all streamed around the player. Roads form one connected network by design, slopes stay drivable and walkable, and every biome, spawn rule and terrain detail can be tuned or hand-edited without losing your work on regeneration.Demo application (PC): [DEMO]🧭 A connected, gameplay-ready worldConnectivity is the core of UNBOUND. The road valleys come from layered ridged noise, and its valley lines form one continuous web by their very nature. The network is connected by design, not by luck or by manual fixing. Only the seas and lakes you choose to create can cut it, which is how you make islands and coastlines.One network across the endless world. Roads continue seamlessly from area to area, in every direction.Networks are joined. Where roads end up separated, nearby networks are linked by short roads or bridges.Locations get access. POIs that need a road get one, coming from the side you choose.Drivable roads. No road is ever steeper than the limit you set, junctions are flat, and dead ends become turnaround loops, so vehicles don’t get stuck.Walkable terrain, not just roads. Terrace levels are connected by natural walkable passages. You set the steepest walkable slope and how deep water may be before it blocks the way.Ready for gameplay. Flat pads for buildings and quests, clear road verges, and bridges where a road would otherwise dive into a ravine.Predictable. The same seed always gives the same world and the same connections.🌍 Biomes: full control over each oneEvery biome is a set of settings you tune in the Inspector:Relief: height, roughness, how hilly or flat it is, and riverbed placement.Terraces and landforms: step height and strength, plateaus, flat clearings, rocky ledges, ridges and waves.Look: its own ground texture and color, rock color, how much rock shows through, and from which slope the rock begins.Grass color: the grass takes the biome tint, so a dry savanna and a lush valley look different with the same grass assets.Vegetation mix: boost or suppress any plant, rock or object type per biome.Biomes blend smoothly into each other along natural, curvy borders. You choose how wide the transitions are and how much the borders bend.🌲 Rule-based spawning: describe what grows whereTags such as Forest, Meadow, Rocks, Flowers, Clearing or Empty, each with its own patch size and strength.Height and slope rules: “trees above 80 m”, “no trees on steep slopes”, “nothing underwater”.Competition groups: forest and meadow take turns, so each spot gets one of them, while flowers can share the ground with anything.“Removes” relations: where the forest grows, grass doesn’t.Biome boosts and hand-painted areas add on top of all of this.Grass, bushes, trees, rocks and any prefabs just pick a tag. They never fight over space, and roads, bridges and POI pads stay clear automatically, so nothing blocks the way.🪨 Rocks that are part of the groundRocks can be shaped right into the terrain: domes, cones or flat-topped boulders rising from the ground, with the rock texture on them.No extra objects or draw calls, and no floating edges or gaps where a rock meets the ground.They follow the same tag rules as everything else, and stay off roads and pads.Ordinary rock prefabs are supported as well.🎨 Terrain look: global and localCustom URP terrain shader with triplanar mapping on cliffs, so steep slopes have no stretched textures.Rock and grass color palettes that change naturally with slope, height and depth, and in random patches, so large areas never look tiled.Ground textures per biome, plus dirt spots and an underwater ground.Pad surfaces: each POI can get its own ground covering, such as gravel for a camp, a stone square for a village or dirt for a farm.🌿 Vegetation shaderWind with gusts: plants move in waves across the field.Natural color variety: each tuft gets a slightly different shade.Self-shadowing, ambient occlusion and soft two-sided lighting.Player interaction: grass and bushes bend away as the character walks through.Smooth distance fade and far tint without popping.The biome tint: the same grass changes color from biome to biome.Billboards for distant bushes and trees, plus a separate foliage shader for trees.💧 WaterRivers and seas with their own shader.Flowing rivers with moving waves and foam at the banks.Sea and shore: depth-based color, turbidity, refraction and soft blending with the shore.Fully tunable colors, flow speed, waves and foam, plus an underwater ground layer.🛣️ Roads that come with their surfaceRoads are painted on the terrain immediately, with their texture, ragged natural edges and blended junctions. No separate road meshes are needed.Choose textures for asphalt, gravel or dirt, plus road width, edge softness and tint.Road kinds: main, secondary and field roads. A road takes the kind of the most important place it leads to.Bridges over ravines are built automatically from your own deck, railing and pillar models.📍 Points of interestHand-placed POIs: drop a marker, set the pad size and shape, its surface, an embankment or cut, and the approach side. The ground flattens and a road leads to it.Automatic POIs: villages, camps, ruins and quest spots are spawned from prefabs with rules. Each can have its own road, sit next to an existing road, or stand alone.✋ Hand editing and authored areasSculpt the heights by hand with Unity’s standard terrain brushes, right on the generated world. A Restore brush brings the original relief back.Paint the spawning: brush Forest, Flowers or Empty onto the ground exactly where you want.Authored chunks: mark an area as hand-made so no automatic POIs appear there, or lock an area to freeze its generated POIs.All edits survive regeneration and settings changes and rebuild only the touched areas.⚡ OptimizationNo stutter while the world builds: generation is spread across frames in the background.Multi-threaded through Unity’s Burst and Job System.Detail only near the player: distant terrain is lighter, and vegetation streams in small patches around the camera.No cracks between near and far terrain: skirts hide the seams between levels of detail.GPU-instanced grass and bushes for huge amounts with very few draw calls.Trees with LODs taken from your prefab, plus billboards in the distance.Smart shadows: only nearby objects cast shadows, and you can thin them out for weaker hardware.Distant forests at almost no cost: vegetation is baked into the terrain texture.Fast iteration in the Editor: only changed areas rebuild.A built-in timing window for every generation step.✅ CompatibilityURP with any setup: Forward, Forward+, Deferred or Deferred+.Works in the Editor and at runtime. The same seed always gives the same world.Optional Enviro 3 and Weather Maker support.Programmers can add their own generation steps. Component based system.Demo application (PC): [DEMO]Contact: [Discord]Image generation.


