PCG4U OFFICIAL SALE

OVERVIEW


PCG4U is a node-based procedural content generation tool for Unity. Connect nodes in a visual graph to create, filter, transform and enrich points, then turn them into real objects in your scene - props, foliage, modular assemblies, rocks, terrain details and beyond. Iterate visually, see results live in the Scene view, and reuse your graphs across projects.

No code required to get great results, and a clean, extensible API when you want to go further.


KEY FEATURES

  • Visual node graph - design generation logic by connecting nodes; preview results live in the Scene view.
  • 109 nodes in the core across 18 categories - create points, attributes, masks, selection, transforms, noise, math, instancing and more.
  • Scatter onto anything - planes, boxes, spheres, meshes, colliders and Unity terrains.
  • Smart placement controls - filter and weight points by density, height, slope, noise, textures and terrain layers.
  • Rich point attributes - add typed data to points, calculate and remap it, filter and sort by it, preview it by color, and use it to select prefabs.
  • Collision-aware layout - derive oriented bounds from values or prefabs, assign priorities, and prune overlapping candidates across several point streams.
  • Assembly workflows - capture a hand-built prefab assembly, stamp it onto target points, preserve its hierarchy data, and rebuild the hierarchy after further graph processing.
  • Paint where things grow - author reusable density masks directly from a node or scene component, brush in the Scene view, and combine several masks in one graph.
  • Shape with volumes - box and sphere volume zones with interactive Scene-view handles to include or exclude areas.
  • Auto-regenerate - flip on AutoGenerate and the graph rebuilds itself whenever its inputs change: paint a mask, edit a volume, tweak the terrain.
  • Powerful instancing - spawn GameObjects, choose prefab sets by point attributes, create prefab assemblies and meshes with optional colliders, or write native terrain trees and grass details.
  • Reusable subgraphs - use a subgraph directly on a scene component with synchronized exposed values, or turn selected nodes into a reusable subgraph in one action.
  • Ready-made content - start from preset subgraphs such as Forest, then expose and tune only the variables that matter.
  • Editor-time generation - run your graphs in the Editor to build levels; results bake into plain Unity objects that ship in your build.
  • Built for big scenes - cached node outputs, bounded background workers, deterministic indexed batching, pooled point clouds and bulk attribute operations keep large generations responsive.
  • Extensible & automatable - add your own nodes, instancers and data types; a public Authoring API lets tools (and AI agents) build graphs programmatically.
  • Free addons - unlock more with optional addons, installed on demand from the Extras window inside the tool: Splines, Polygons, Sweep, Mazes, SpriteShapes, BRG and Octree. The addons are available separately and are not included in this Asset Store product.
  • AI-ready - the free PCG4U MCP companion connects AI agents (Claude Code, Cursor, VS Code, Codex, Gemini) so they can build and run your graphs for you.

WHAT YOU CAN BUILD

  • Scatter foliage, rocks and props across terrains and meshes in seconds.
  • Lay out levels and environments procedurally, then tweak by hand.
  • Paint density and variation with noise, curves, slope/height rules - or literally paint it with a Scene-view brush.
  • Build modular camps, settlements and prop clusters from authored prefab assemblies while preserving parent-child relationships.
  • Mix candidate sets and remove overlaps by oriented prefab bounds and priority, so large props reserve space before smaller details are placed.
  • Drive variation with named attributes: classify points, remap values, sort selections and choose different prefab sets from graph data.
  • Generate city layouts: blocks, road hierarchies, lots and building placement from a single outline spline (with the free Polygons addon).
  • Generate mazes and graph-based layouts; build spline networks and sweep roads, trails, walls and channels (with addons).
  • Bake complex scatter and layout setups into your scenes for clean, code-free results.
  • Let an AI agent build the graph for you - describe the result, and it assembles, tunes and runs the generation (with the free PCG4U MCP companion).

WHAT'S INCLUDED

  • The PCG4U core: a visual graph editor, 109 nodes across 18 categories, instancers, preset subgraphs and example content.
  • Documentation and quick-start guides.
  • Seven free addons with 52 additional nodes, installed on demand from the Extras window inside PCG4U.

FREE ADDONS


Installed in a click from the Extras window inside the tool (dependencies are installed automatically in one batch):

  • Splines - author, create, modify and sample Unity Splines; build and split spline networks, project them onto terrain, and place or filter points along them.
  • Polygons - 2D polygons and regions with boolean operations, corridors, insets, extrusion and mesh generation, plus a city pipeline for blocks, roads, lots and building placement.
  • Sweep - create 2D profiles and sweep them along spline networks to build roads, trails, walls, channels and intersection meshes.
  • Mazes - graph and maze generation (grid, Delaunay, MST) and conversion to splines.
  • SpriteShapes - 2D SpriteShape instancing.
  • BRG - high-performance rendering via BatchRendererGroup.
  • Octree - octree-accelerated spatial queries for very large point sets.

PCG4U MCP - BUILD WITH AI AGENTS


A free companion that turns PCG4U into an AI-native tool. It runs an MCP server right inside the Unity Editor, so AI agents - Claude Code, Cursor, VS Code, Codex, Gemini and any MCP client - can create graphs, add and connect nodes, set parameters, run generation and inspect the result on their own. One-click client config, atomic batched edits with a single undo, safe multi-project isolation. Installed from the Extras window like any addon.


COMPATIBILITY

  • Unity 2022.3 LTS or newer.
  • Works with Built-in, URP and HDRP.
  • Requires UniTask (free). PCG4U guides you through a one-click setup on first use.
  • PCG4U uses UniTask by Cysharp under the MIT License. UniTask is required but not bundled; see Third-Party Notices.txt in the package for details.
  • Scales to millions of points, limited only by your machine's memory.

THIRD-PARTY SOFTWARE

PCG4U uses UniTask by Cysharp under the MIT License. It also uses Unity Mathematics and Unity Collections under the Unity Companion License, and Unity Burst under Unity package licenses. These dependencies are installed separately through Unity Package Manager and are not bundled with the asset. See Third-Party Notices.txt in the package for versions and license details.

Optional compatible packages are available separately and are not included in this Asset Store product. Their third-party software includes Unity Splines and Unity SpriteShape under Unity package licenses, Clipper2 under the Boost Software License 1.0, .NET Foundation code under the MIT License, xxHash code by Yann Collet under the BSD 2-Clause License, and NetOctree code by Nition and Máté Cserép under the BSD 2-Clause License. Each optional package includes its own Third-Party Notices.txt file; the PCG4U notice contains the complete package-by-package summary.


LINKS