DK Procedural City
- Full Edit Mode test suite included (300+ tests) for generation correctness ... Unity version: 6000.0 or newer ... Suitable for city-builders, traffic/driving games, open-world backdrops, ...
by DK Tools
Price History +
Features
- Deterministic generation: same seed = same city (roads, terrain, blocks, plots, zoning, buildings)
- No-code prefab catalog — drag in your own building, vehicle and prop models
- Live traffic: signals, lane-graph navigation, curved roundabout lanes
- Pedestrian crowd: sidewalk-only NavMesh carve, signal-gated crossings
- Day/night cycle with lit building windows and street lamps
- Weather: rain (reflective puddles), snow, fog
- Performance: mesh combining, GPU instancing, distance culling, shadow-distance clamp
- One-click stress test and render-cost report (draws/tris/materials/FPS)
- Export: top-down map PNG, and prefab bake (keep-instances or combined static mesh)
- Runtime generation API (Generate/Regenerate/Seed/Generated event) plus a toolkit editor window
- Full Edit Mode test suite included (300+ tests) for generation correctness
Supported render pipelines: URP, HDRP, Built-in (single codebase, auto-detected)
Supported OS: Windows, macOS, Linux (Editor); target platform follows your project's own build support
Unity version: 6000.0 or newer
Documentation: QuickStart guide included in the package (Assets/DK.ProceduralCity/Documentation/QuickStart.md)
DK Procedural City generates a complete, playable Unity city from a single seed. The generation core is fully deterministic — the same seed always produces the same roads, blocks, zoning, plots and buildings — so it's safe to test against and safe to ship in a shipped build.
On top of that core sits a full rendering and runtime layer: catalog-driven building prefabs, live traffic with signals and curved roundabout lanes, a pedestrian crowd that stays on the sidewalk and crosses only on a red light, a day/night cycle with lit windows and street lamps, weather (rain with reflective puddles, snow, fog), and a performance layer (mesh combining, GPU instancing, distance culling) proven on a 500x500, 690-building stress test.
Everything is customizable: drag your own building, vehicle and prop prefabs into the no-code catalog — nothing is hard-wired to the bundled demo models. A toolkit editor window exposes presets, seeds and generation settings without touching code. Works with URP, HDRP and Built-in from a single codebase.
Suitable for city-builders, traffic/driving games, open-world backdrops, architectural visualization, and any project that needs a populated urban environment without hand-placing every building.