Urban Building Generator


Create optimized buildings in seconds! Mobile ready city backdrops for driving games, open world maps and more without the cost of detailed high poly models.


by BoneCracker Games


Price History +


Urban Building Generator fills your scene with optimized, good looking background buildings in seconds. It generates static, single draw call building prefabs in a few seconds only. Mobile ready city backdrops for driving games, open world maps and more without the cost of detailed high-poly models. Includes the generator window, a zone district component, a demo city scene, and full documentation (user guide and atlas-layout spec).


Documentation 📚


Features

  • One material, one draw call per building: Flat shaded geometry UV-mapped onto a single albedo + emission atlas. Built for background fill and mobile budgets.
  • 4 archetypes: Tower, Shop, Apartment and House, each with its own massing, facade window-relief and roof treatment (gabled roofs and chimneys on houses, roof clutter elsewhere).
  • 4 massing models: Slab, Setback, Podium and L-plan keep towers from looking repetitive.
  • Seeded and reproducible: The same seed always rebuilds the same building or block, so your city is deterministic and version-control friendly.
  • No overlapping buildings: An always-on placement guard models each building's footprint and nudges every new placement to the nearest free spot, so single buildings, street rows and populated zones never clip or intersect.

Workflows

  • Single building: Set parameters, then Generate + Place.
  • Street: Fill a road with a varied, both-sides row of buildings in one click.
  • Zones: Drop a BoxCollider district marker, choose an archetype mix and palette pool, and fill it with a seeded, clamp-to-fit block of buildings.
  • Scene: Live inventory of every generated building: overview stats, a district-grouped, filterable and sortable list, click-to-select / double-click-to-frame, and per-building health flags (missing mesh or material, pipeline mismatch, not static, overlapping) with bulk actions.

Built-in, URP

  • URP and Built-in, auto-detected with zero configuration. A one-click "Fix Materials" button rebuilds facade materials for your active pipeline if you switch, and a live material-health badge in the window footer warns you the moment a building would render pink under the wrong pipeline, so the problem never reaches your build.

Palettes

  • 4 baked facade atlases (light gray, brick, graphite curtain, white plaster) with matching emission for lit night windows. The strip-atlas layout is documented so you can author your own in any image editor.

Day & Night, GI-Ready

  • A Night Lights dial drives per facade window emission, with Day / Dusk / Night presets (Dusk shipped by default) for lit windows after dark, and it tints the shared facade materials, so one material / one draw call per building is preserved. When you need baked lighting, turn on "Bake Lightmap UVs" to generate per-building lightmap UVs and mark buildings GI-contributing, so they work with baked GI and static batching.

Fits Your Pipeline

  • Place buildings as lightweight scene instances or save them as prefab assets, your choice. Regenerate every generated prefab in place with GUIDs preserved. A one-click "Clean Unused…" tool scans every scene in your project, lists the generated meshes and prefabs no scene references, shows how much disk you'll reclaim, and deletes only after you confirm, so the generated folder stays clean.

Palettes

  • 4 baked facade atlases (Light Gray, Brick, Graphite Curtain, White Plaster) with matching emission for lit night windows. The strip-atlas layout is documented so you can author your own in any image editor.

Getting Started & Documentation

  • Full user guide get you from import to your first city in minutes.