Urban Architect Pro: Procedural City Builder
Unity · 插件
Eleven placement and editing modes in one tool — Placement, Wall, Physics, Path, Shape, Array, Scatter, Text, Erase, Selection, Manipulate — with one consistent set of shortcuts across all of them. No juggling five separate assets that each work a different way. Easy Design was built while making my own game. Every mode exists because I needed it while dressing real scenes, not because it looked good on a feature list. What you get Place — seven placement strategies, from single-click to freehand brushing and bucket fill. Grid snap, surface snap with slope alignment, and a live ghost preview so you see the result before you commit. Build — Wall mode chains modular pieces, snaps to floor edges, and turns corners on its own with the right corner piece picked for you. On uneven ground it follows the slope and closes the gaps. Drop — Physics mode pours props with real physics instead of snapping them. Hold to pour a stream, aim the throw, and lock anything that shouldn't move. (Experimental) Distribute — Path follows a curve and can branch into a tree, Shape arranges polygons and circles, Array fills grids, Scatter spreads prefabs across a region you draw. All four support weighted multi-prefab pools with reproducible seeds. Edit — select in bulk with regex and tag filters, then extend, mirror, randomize, or replace. Break a mesh into pieces with Fracture and blow them apart. (Experimental) Turn any scene object into a prefab, or stamp it without converting at all. Move — a single transform layer (A/D/S) works the same in every mode. Tap to step, hold to transform freely. Axis lock, group or individual pivot, no inspector roundtrips. Every shortcut is remappable from Edit > Shortcuts. Write — turn a .ttf font into 3D letters. Convert the font once, then place and edit text in the scene; letters stay separate objects ready for your own animation, or merge into a single mesh. Walk — walk your scene in first person without entering Play mode. Check sightlines, doorway widths and prop scale from eye level, then carry on editing exactly where you left off. Nothing is added to your scene. Browse — stop memorising folder trees. Build your own catalogs, fill them with prefabs, models, groups or whole folders, and find an asset by what it is instead of where it lives. Folders stay linked, so new art shows up in the catalog on its own. Search, favorites, native .fbx/.obj support, and a detail panel with a 3D preview for editing groups, weights and WallSet roles. Everything runs in the Scene view. Full undo support throughout. Editor-only — no runtime overhead, no dependencies. Actively developed This tool is new and improving fast. Bug Report and Contact buttons are built into the tool header, bugs get fixed quickly, and feature requests genuinely shape the roadmap. You're not buying something abandoned — you're buying something in motion. Built on Unity 6.x, verified on Unity 2022.3 LTS. URP compatible. Core - 10 Interaction Modes: Placement, Erase, Manipulate, Path, Shape, Array, Scatter, Text, Selection, Idle — each with its own SceneView overlay controls, plus unified Transform and Walk layers that work on top of every mode. - 7 Placement Sub-Modes: Single (click-to-place), Serial (drag across cells), Bulk (area fill with 3D Y-layers), Brush (freehand painting with weighted prefab pool, density, spacing and surface filters), Wall (modular chain building), Fill (bucket fill — replaces a whole connected run of the same prefab in one click), Physics (physics-driven drop). - Wall Engine: Anchor-chain placement with floor edge and corner detection — walls align to edges on both axes, step in wall-length increments and rotate at corners automatically. WallSet groups supply inner/outer corner pieces. Lap Joint, Overlap Check, session memory, Ctrl+Z anchor rewind, Ctrl-held scene pick, and freehand drawing on sloped ground (Flat / Step / Tilt) with automatic gap filling. - Physics Placement *(experimental)*: Runs in an isolated physics scene, so your scene is never stepped. Hold-to-pour with a concurrent-simulation cap, 9-way throw grid, drop-line and landing-point gizmos, per-object lock list (locked objects never move), and opt-in "Affect Nearby Objects" where neighbours join only on contact. Temporary colliders and rigidbodies are cleaned up afterwards; limits live in Advanced settings. - Fracture *(experimental)*: Editor-time mesh fracturing with two patterns — Slices (planar cuts) and Shatter (Voronoi cells, computed in parallel). Shell meshes are solidified before cutting, open pieces are thickened and holes are sealed, so chunks come out as real volumes. Explode preview, burst / directional force, impact point, and save-as-prefab (separate pieces or merged single mesh). Pieces inherit the source layer and tag; LOD groups and multi-child sources are supported. - Real-Time Ghost Preview: See exact position, rotation and scale before placing; the ghost never pollutes your scene. - Transform Layer (A/D/S): Scoped to the tool, so Unity's own tool keys stay untouched. Tap to step (D / A rotate, S scales, Shift+S scales down); hold the same key for a mouse-driven free transform — D rotates, A moves with surface following, S scales — release to commit as one undo step, ESC or right-click to cancel. Axis lock (X/Y/Z + C cycle), Group/Individual pivot, Pivot/Top/Center/Bottom reference point, and in-scene angle / scale / distance indicators. All bindings remappable from Edit > Shortcuts. Snapping & Placement - Smart Grid Snap: Grid unit calculated automatically from prefab bounds and recalculated on rotation and scale changes. Grid Scale Divisor (1–10×) via Shift+Scroll. - Surface Snap: Snaps to real geometry with cardinal normal alignment on top and side faces, falling back to the ground plane when nothing is hit. Object Reference mode samples a grid under the prefab footprint instead of the cursor; Align to Slope makes prefabs sit correctly on ramps and stairs. - Object-Reference Grid: Snap relative to a target object's local coordinate system — precise alignment on rotated or tilted surfaces. - Replace Mode: Swap any object for another in Single, Serial or Bulk. Optional Apply Position / Rotation / Scale, Reference Point alignment (Default / Bottom / Center / Top), Bulk Same Object Only filter, and a hover preview rendered on the target's transform. - Auto Mesh Collider: Optional convex MeshCollider added to placed prefabs that have a renderer but no collider, across every placement flow. Distribution Systems - Spline Path: Catmull-Rom spline with branching — a path is a tree, and a child branch is anchored to a knot of its parent. Click-to-add knots, Shift-constrained placement, interactive editing. Distribution by spacing or count; four rotation modes; start/end offset, uniform and random scale, position offset, closed-loop. Weighted prefab pools with WeightedRandom or Sequential pick, deterministic seed, Object Snap (Ground) so each item rides uneven terrain, and optional parallel rows across the path. Ctrl+Z / Ctrl+Y work while creating. - Shape Placement: Polygon (3–12 vertices) and circle formations with a two-click workflow. Fit Mode auto-calculates the radius for gap-free edges; an angular gap (start angle + width) leaves an opening for doorways. Align-to-Edge rotation, extra spacing, scroll-to-rotate, and Surface Reference modes that wrap rings and frames around objects on uneven terrain. - Array System: Column × Row × Layer grids with drag-to-create and live editing of spacing, rotation, offset and expand mode. Weighted prefab pools with deterministic seed, optional Ground Target, seeded random variation per item, Natural Shape mask for organic outlines, Dissolve, and safety dialogs for high cell counts. - Scatter System: Region-based scattering inside an editable closed polygon (corner smoothing, vertex drag/insert/delete, 3D drape preview). Distribution by Count or Density with Region or Surface basis. Exclusion polygons carve holes where nothing is placed. Weighted prefab pool, surface snap, slope filter, Ground Target filter, random yaw and tilt, scale jitter, reproducible seed, and a single-undo bake. Selection & Editing - Selection Mode: Click, Marquee and Brush selection with filters by prefab type, tag, layer and name regex (include/exclude), AND/OR combine, and Select All with active filters. A/D/S transform shortcuts with axis lock and pivot mode. Selection Scope restricts picking to the children of a chosen parent; selection order is preserved (Shift extends a range, Ctrl toggles single items). - Manipulation Tools: Extend (clone in 5 directions with drag-to-extend, several directions at once), Mirror, Random (individual or group, with optional stepped rotation), Clamp to Ground (nearest surface below or topmost surface in the column), Create Prefab from selection, and Cached Copy for repeated stamping. Mirror and Extend preserve extra in-scene components such as Rigidbody and custom scripts. - Erase Mode: Single-pick with hover highlight or brush-area deletion, scroll to resize. Prefab type, tag, layer and name regex filters, plus camera and light protection. - Random Variation: Per-axis random rotation, scale and position offset applied at placement time, with independent min/max ranges. - Configurable Reference Point: Pivot or a custom 3×3 anchor grid × 3 height layers (27 positions) for precise offset control. The reference point stays fixed during rotation and scale. Workflow & UI - Prefab Browser: Folder navigation, thumbnail grid, debounced search, and a right-click menu (Select, Replace Selected, Favorite, Create Group from Selection, Convert to Prefab). Native .fbx / .obj support — place as Model Prefab Instances or convert on demand. Shift+Click builds one shared multi-selection used by every multi-prefab mode and can be saved as a Prefab Group. Groups appear inline in the grid, favorites are pinned to the top, and the filter row covers All / Prefabs / Models / Groups / Favorites. Five-step thumbnail zoom. - SceneView Overlays: Compact mode toolbar with inline sub-mode rows, plus a dockable Controls overlay showing the active mode, its keys, live Axis · Pivot · Step status and quick Grid / Surface / Gizmos toggles. - Full Undo: Complete Unity Undo integration; multi-object actions collapse into single undo groups. - Right-Click Context Menu: Select any scene object's source prefab in Easy Design from the Hierarchy or SceneView, optionally with its current transform. - In-Tool Help: Bug Report and Contact buttons in the tool header (and Tools > Easy Design > Help), both pre-filling Unity / tool / OS info. Configuration - Prefab Groups: Weighted prefab lists saved as ScriptableObject assets and shared by Brush, Array, Path and Scatter. Editing a group updates every tool using it. A WallSet group additionally carries inner and outer corner pieces for Wall mode. - ScriptableObject Settings: All configuration in a single asset — duplicate it to create presets. Custom Inspector with safety validation and tooltips on every field, over 40 advanced parameters (raycast distance, sensitivity, safety limits), and Reset to Defaults. - Settings Window: Tools > Easy Design > Settings, with five panels — General, Visual, Shortcuts, Advanced and About. Per-user preferences are stored in EditorPrefs and never pollute the shared asset. - Parent Object System: Assign any transform as the placement parent; placed objects are parented automatically with undo support. - Map Boundary: Configurable width, height and ground Y with a wireframe outline and XZ clamping during placement. - Safety Features: Play Mode protection, domain reload cleanup (no orphan ghosts), configurable warning thresholds for large operations, and settings clamped on validate. Requirements Tested on: - Unity 6000.x (primary development version) - Unity 2022.3 LTS (compatibility pass — basic testing) Note: Full feature testing was done on Unity 6; 2022.3 compatibility is verified for core functionality. If you hit an issue on 2022.3, please contact. - Universal Render Pipeline (URP) compatible - Editor extension only — no runtime overhead or dependencies - UI Toolkit (UIElements) based interface