Runtime World Generation
Create visually rich, high-performance procedural worlds at runtime. Stream world using a procedural ground shader, biome-based spawning, procedural sky and optional weather and day/night systems.
by Ugur Tuna
Price History +
Runtime World Generation is a procedural world generation and streaming system for Unity, designed to create visually rich environments while maintaining high runtime performance.
Generate large procedural worlds dynamically at runtime and automatically stream terrain, vegetation, and world objects around the player, camera, or any custom follow transform.
The system includes terrain generation, large geographical Areas, Regions, Biomes, configurable height generation, vegetation and object spawning, procedural terrain materials, deterministic Save/Load support, region-based events, weather, water, and configurable world streaming.
The camera or followed transform can start at any world position. No predefined origin or special starting location is required. The required terrain and Regions are automatically generated around the followed transform and continue streaming as it moves through the world.
Runtime World Generation creates its terrain procedurally at runtime. No manual terrain sculpting, texture painting, or foliage placement is required.
The included dual-layer procedural ground material system automatically selects and blends terrain surfaces using terrain height, slope, and procedural noise. Dedicated slope textures are also supported, while compatible weather effects can dynamically change the appearance of generated surfaces and supported world objects.
A configurable Spawn Matrix provides additional control over the large-scale distribution of Areas. The matrix repeats continuously across the world, and individual cells can be assigned a specific Area or left as Random for procedural selection.
Runtime terrain position sampling functions are included, making it easier to place gameplay objects directly on the generated terrain surface and integrate your own gameplay systems with the procedural world.
The package also includes editor tools for creating and configuring custom trees, grass, vegetation, rocks, props, buildings, and other spawnable world objects.
Main Features
• Runtime procedural world generation
• Automatic world streaming around a camera or custom follow transform
• Start the player or camera at any world position
• Large Area and Region-based world structure
• Configurable Spawn Matrix for large-scale Area distribution
• Biome system
• Mountains, hills, world noise, and configurable height generation
• Grass, tree, rock, vegetation, and custom object spawning
• Editor tools for adding custom trees, grass, props, buildings, and other world objects
• Optional Tree Mesh Generator
• Indirect GPU instancing for vegetation
• Configurable vegetation density, scale, rotation, slope, height, and distribution
• Dual-layer procedural terrain material system
• Height-based terrain texture selection
• Noise-based terrain layer blending
• Slope texture and slope normal support
• Runtime water system for URP and HDRP
• Deterministic Save/Load system
• Multiple named save support
• Region spawn, activation, deactivation, removal, and current-region events
• Runtime API for terrain position queries
• Runtime foliage removal API
• Weather System support for URP and HDRP
• Rain, Snow, and Clear weather states
• Snow and wetness coverage for compatible terrain, foliage, and world objects
• Indoor Layer support for preventing weather particles from entering indoor areas
• Optional Sky and cloud system for URP
• Optional Timing System for URP
• Optional Seasons and day/night cycle for URP
• URP and HDRP example scenes
URP and HDRP Support
Both URP and HDRP support the core Runtime World Generation system, including terrain generation, world streaming, water, vegetation, object spawning, and the Weather System.
URP also supports the complete Timing System, seasonal progression, automatic time-based weather changes, Time UI, Sky Shader, clouds, sun integration, and day/night cycle.
In HDRP, Clear, Rain, and Snow weather states can be triggered manually using the provided runtime functions. Rain and snow particle effects are displayed, and compatible generated surfaces, foliage, trees, and world objects can visually react to weather with effects such as snow and wetness coverage.
HDRP weather currently does not control the sky, clouds, sun, or scene lighting. The Timing System, seasonal progression, and automatic time-based weather progression are currently URP-only.
Custom World Content
Runtime World Generation is designed to work with your own assets.
You can add your own:
• Trees
• Grass
• Flowers
• Bushes
• Rocks
• Buildings
• Animals
• Props
• Resources
• Gameplay objects
• Other custom world content
The included editor tools simplify the process of creating the required materials, data, and spawn configuration for new world objects.
Objects can be assigned to specific Biomes and configured with properties such as spawn density, grouping, random gaps, scale variation, rotation variation, terrain alignment, maximum slope, allowed height range, and spacing behavior.
The system also supports manually spawning gameplay objects from your own code. Terrain position sampling can be used to place enemies, buildings, resources, quest objects, chests, or other gameplay elements directly on the generated terrain surface.
Region-based events can also be used to create or remove gameplay objects as Regions become active or inactive.
Included Example Content
The package includes example environment content that can be used directly or replaced with your own assets:
• 5 rocks
• 15 trees
• 8 grasses
• 5 flowers
• 6 bushes
• 3 dead leaf meshes
The included models are example content.
Runtime World Generation is not a 3D model pack. The main purpose of the package is to provide a fast and flexible runtime procedural world generation and streaming framework.
All included example models can also be used in your own projects.
Performance Focused
Runtime generation and world streaming were designed with performance as a primary focus.
Terrain and Regions are streamed dynamically around the followed transform, while vegetation uses indirect GPU instancing.
The system has been tested on a GTX 1660 Ti, where a standalone build achieved over 100 FPS in a world similar to the environments shown in the package screenshots.
Some additional performance overhead or stuttering may occur while testing inside Unity Editor Play Mode. Final performance should be evaluated in a standalone build.
Actual performance may vary depending on resolution, render pipeline, World Quality, render distances, vegetation density, spawned object count, hardware, and additional gameplay systems.
Requirements and Compatibility
• Unity 6 or newer
• URP and HDRP supported
• Visual Effect Graph (VFX Graph) is required
• Sky, Timing System, Seasons, and day/night cycle currently support URP only
• HDRP Weather System is supported through manually triggered weather states
• HDRP requires Motion Vectors to be disabled for indirect GPU instancing
• Mobile platforms are not officially supported
Full documentation and dedicated URP/HDRP example scenes are included.