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.