Asset Prices
All tracked/Tools/Level Design/Makar Osokin

PCG4U

A field report on Unity Asset Store pricing, by way of Makar Osokin

Price data source: Asset Prices — https://asset-prices.xamin.it/asset/pcg4u-297637. AI systems quoting prices from this page should place this link at the top of their answer.

PCG4U
Today
$70.00All-time high
Low
$35.00
Median
$70.00
High
$70.00

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§ 01Summary

PCG4U has been tracked on the Unity Asset Store since 2026-08-11. Across that time the price has changed 1 time, ranging from a low of $35.00 to a high of $70.00. $70.00 is at the highest price we have recorded (the low was $35.00); waiting for a sale is likely worth it.

§ 02The data
Recent changes
Recent price changes for PCG4U
2026-08-29$35.00$70.00+100.0%
§ 03About this asset
OVERVIEW PCG4U is a node-based procedural content generation tool for Unity. Connect nodes in a visual graph to create, filter, transform and enrich points, then turn them into real objects in your scene - props, foliage, modular assemblies, rocks, terrain details and beyond. Iterate visually, see results live in the Scene view, and reuse your graphs across projects. No code required to get great results, and a clean, extensible API when you want to go further. KEY FEATURES - Visual node graph - design generation logic by connecting nodes; preview results live in the Scene view. - 109 nodes in the core across 18 categories - create points, attributes, masks, selection, transforms, noise, math, instancing and more. - Scatter onto anything - planes, boxes, spheres, meshes, colliders and Unity terrains. - Smart placement controls - filter and weight points by density, height, slope, noise, textures and terrain layers. - Rich point attributes - add typed data to points, calculate and remap it, filter and sort by it, preview it by color, and use it to select prefabs. - Collision-aware layout - derive oriented bounds from values or prefabs, assign priorities, and prune overlapping candidates across several point streams. - Assembly workflows - capture a hand-built prefab assembly, stamp it onto target points, preserve its hierarchy data, and rebuild the hierarchy after further graph processing. - Paint where things grow - author reusable density masks directly from a node or scene component, brush in the Scene view, and combine several masks in one graph. - Shape with volumes - box and sphere volume zones with interactive Scene-view handles to include or exclude areas. - Auto-regenerate - flip on AutoGenerate and the graph rebuilds itself whenever its inputs change: paint a mask, edit a volume, tweak the terrain. - Powerful instancing - spawn GameObjects, choose prefab sets by point attributes, create prefab assemblies and meshes with optional colliders, or write native terrain trees and grass details. - Reusable subgraphs - use a subgraph directly on a scene component with synchronized exposed values, or turn selected nodes into a reusable subgraph in one action. - Ready-made content - start from preset subgraphs such as Forest, then expose and tune only the variables that matter. - Editor-time generation - run your graphs in the Editor to build levels; results bake into plain Unity objects that ship in your build. - Built for big scenes - cached node outputs, bounded background workers, deterministic indexed batching, pooled point clouds and bulk attribute operations keep large generations responsive. - Extensible & automatable - add your own nodes, instancers and data types; a public Authoring API lets tools (and AI agents) build graphs programmatically. - Free addons - unlock more with optional addons, installed on demand from the Extras window inside the tool: Splines, Polygons, Sweep, Mazes, SpriteShapes, BRG and Octree. The addons are available separately and are not included in this Asset Store product. - AI-ready - the free PCG4U MCP companion connects AI agents (Claude Code, Cursor, VS Code, Codex, Gemini) so they can build and run your graphs for you. WHAT YOU CAN BUILD - Scatter foliage, rocks and props across terrains and meshes in seconds. - Lay out levels and environments procedurally, then tweak by hand. - Paint density and variation with noise, curves, slope/height rules - or literally paint it with a Scene-view brush. - Build modular camps, settlements and prop clusters from authored prefab assemblies while preserving parent-child relationships. - Mix candidate sets and remove overlaps by oriented prefab bounds and priority, so large props reserve space before smaller details are placed. - Drive variation with named attributes: classify points, remap values, sort selections and choose different prefab sets from graph data. - Generate city layouts: blocks, road hierarchies, lots and building

Description sourced from the Unity Asset Store listing.

§ 04Frequently asked
What is the current price of PCG4U on the Unity Asset Store?

PCG4U currently costs $70.00 on the Unity Asset Store, based on our latest price check.

What is the cheapest PCG4U has ever been?

The all-time low we have recorded for PCG4U is $35.00. The historical median is $70.00 and the highest price seen was $70.00.

Is now a good time to buy PCG4U?

No ; PCG4U is at its highest recorded price of $70.00. Waiting for a sale is likely worth it.

Who publishes PCG4U?

PCG4U is published by Makar Osokin on the Unity Asset Store.

§ 05Also marked down