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OctoShaper - Node-Based Procedural Generation

OctoShaper - Node-Based Procedural Generation · Unity 插件 · Preview 1

Asset description

OctoShaper is a visual, node-based procedural generation tool that runs entirely inside Unity. Build graphs that scatter props, grow vines, lay out buildings along splines and generate meshes. Drag a slider and the result rebuilds in your scene. The same graph runs in the editor and at runtime, so what you design is what ships in your game. If you have used Blender Geometry Nodes or Houdini, it will feel familiar. 🌐 Website • 📖 Docs • 💬 Community • ▶️ YouTube 🏰 What you can build Level layouts: castle walls, towns and hillside villages Buildings from your own modular pieces or from generated meshes Forests, rocks, grass and ground cover that sit on meshes and terrain Bridges, walls and rails that follow splines Vines, roots and other growing shapes Props such as barrels, arenas and spaceships, generated as meshes 🧩 Visual graph editor 200+ nodes for scattering, splines, meshes, colors, physics and math Live thumbnails on every node, and a spreadsheet of every element and attribute Reusable subgraphs: use any graph as a node inside another Exposed parameters (numbers, materials, textures, splines, positions) as Inspector controls Position and spline handles in the Scene view, plus an isolated Preview Stage 🧱 Procedural meshes Primitives, convex hulls, triangulation, bevels, booleans, profile revolution and spline-driven geometry Realize Meshes turns generated geometry into shared Unity meshes Box, sphere, capsule and mesh colliders, including compound colliders 🎨 Colors and textures Color ramps, blending, UVs, texture sampling, height-map displacement and vertex colors Per-instance color, texture and float overrides, without duplicating your materials 🌲 Scattering and placement Poisson disc, grids, surface sampling, slope masks, raycasts and weighted random picks Local assemblies: author a prop around the origin and place it anywhere ⚡ Rendering Spawn prefabs and GameObjects when you need colliders and scripts GPU instancing, direct or indirect, for thousands of objects Procedural prefabs: bake a graph into a prefab asset that rebuilds on reimport 💻 Runtime and C# Graphs compile to C# code, so they run in player builds and play nide with AOT targets Sync or async generation, with parameter overrides from code Turn any static C# method into a node with one attribute Callbacks on spawned prefabs, with each element's data 🤖 Optional AI integration A bundled agent skill lets AI coding agents find nodes, edit graphs and render previews in your project. Install it from Tools > OctoShaper > AI Integration. 📦 13 samples included Castle, House, Rocks, Vines, GPU Instanced Grass, Runtime API Demo, Structural Tower, Spline Viaduct, Oak Barrel, Chromatic Grove, Golden Arena, Stone Assemblies and Solar Lance. ✅ Requirements Unity 2022.3 LTS or Unity 6 Burst, Collections and Mathematics are installed automatically on import if they are missing Built-in, URP and HDRP. The sample materials use URP; other pipelines need replacement materials. OctoShaper is made by a solo indie developer. If something is missing or confusing, ask on the community forum. This package uses Montserrat Font under SIL Open Font License, Lucide Icons under ISC License and Kenney assets under Creative Commons Zero; see Third-Party Notices.txt in the package for details. Compatibility Unity 2022.3 LTS and newer, including Unity 6 Render pipelines: Built-in, URP and HDRP (sample materials use URP) Dependencies: Burst, Collections and Mathematics, installed automatically on import Graph and nodes 200+ nodes in these categories: Attributes, Geometry, Colors, Spatial, Utility, Rendering, Math, Physics, Textures, Splines and Generators Reusable subgraphs with exposed parameters Live node previews, element spreadsheet, Scene view handles and Preview Stage Execution and output Graphs compile to C# and run in the editor and in player builds Sync or async generation Output as GameObjects and prefabs, GPU instancing (direct and indirect) or procedural prefab assets Scripting ProceduralGraphExecutor component with parameter overrides from code Custom nodes from static C# methods with the [NodeDefinition] attribute Spawn callbacks through IUnityInstanceSpawnReceiver Data-only execution API, read-only graph presentation and experimental JSON graph automation for editor tools Samples need URP in order to work.

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