OctoShaper – Node-Based Procedural Generation


... Website ... Per-instance color, texture and float overrides, without duplicating your materials Scattering and placement ... ⚡ Rendering ... Runtime and C# ... Optional AI integration


by Curious Trove


Price History +

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.