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.