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- Latest version
- 1.0
- Last updated
- First released
- Unity version
- 2022.3.30 or later
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- 2.7 MB
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Procedural Planet Generator PRO
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Procedural Planet Generator PRO creates customizable planets with terrain, oceans, and vegetation, plus a first-person controller, ideal for sci-fi games
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Procedural Planet Generator PRO screenshot 1
About this asset
Procedural Planet Generator PRO
Procedural Planet Generator PRO is a robust Unity asset for creating dynamic, spherical planets generated at runtime, with customizable terrain, oceans, and vegetation. The asset is designed for procedural and sandbox-style gameplay, allowing planets to be generated, modified, and optimized dynamically during play.
It features a procedural generation system using layered noise functions (Perlin-based FBM) to craft varied landscapes with mountains, valleys, and fine details. A dynamic Level of Detail (LOD) system optimizes performance by adjusting planet chunk resolution based on player distance, supporting multiple LOD levels.
Oceans can be generated procedurally with adjustable depth and resolution, while vegetation (trees) can be spawned at runtime with customizable density and slope constraints. A dedicated first-person planetary controller aligns gravity and movement to the planet’s surface, enabling seamless exploration with walking, sprinting, and jumping mechanics tailored for spherical worlds.
Key Features
- Runtime Procedural Generation: Planets are generated during runtime, ideal for procedural, sandbox, and exploration-based games.
- Procedural Terrain: Customizable planet radius, height, and noise-based terrain (mountains, valleys, fine details).
- Oceans: Optional procedural oceans with configurable materials, depth, and resolution.
- Vegetation: Runtime procedural tree spawning with adjustable density and terrain slope limits.
- LOD System: Dynamic chunk-based LOD with multiple levels, optimized for performance.
- First-Person Controller: Planetary movement system with gravity aligned to the planet’s center, supporting multi-planet scenes.
- Customization: Extensive Inspector settings for terrain, noise, colors, LOD, and performance tuning.
- Scalable Objects: Supports scaling of additional objects (e.g., atmosphere) based on planet radius.
- UI Integration: Optional UI panels for underwater effects and loading screens.
Customization
The asset is highly customizable through the Inspector:
- Terrain: Adjust noise scales, octaves, persistence, lacunarity, height multipliers, and domain warping.
- Visuals: Customize colors for water, sand, grass, forest, rock, and snow with slope-based blending and ambient occlusion.
- Oceans: Toggle ocean generation, set ocean depth, and adjust resolution.
- Vegetation: Use custom tree prefabs or the included simple tree, with control over spawn probability and slope constraints.
- Performance: Tune LOD distances, chunk sizes, and collider usage for different target platforms.
- Controller: Adjust movement speed, jump height, mouse sensitivity, and gravity settings.
Suitable Genres
- Sci-Fi Games: Space exploration, colonization, and planetary adventures.
- Simulation Games: Scientific, educational, or visualization projects.
- Adventure Games: Exploration-focused gameplay on unique worlds.
- RPGs: Immersive planetary environments for quests or survival mechanics.
- Sandbox Games: Dynamically generated worlds with varied terrain and vegetation.
Use Cases
- Single Planet: Create a detailed, explorable planet.
- Multi-Planet Systems: Seamless player transitions between multiple planets using automatic gravity detection.
- VR Experiences: Suitable for immersive planetary exploration.
- Procedural Worlds: Integrate into larger runtime procedural generation pipelines.
Limitations
- Planets are generated at runtime (not pre-baked in edit mode).
- Requires a material supporting vertex colors for terrain coloring.
- Performance may vary in multi-planet scenes; optimize using LOD and chunk settings.
- Custom vegetation prefabs should be lightweight for best performance.
From the publisher's Asset Store listing.
Technical details
**Procedural Planet Generator PRO** - Technical Details
### Key Features
1. **Procedural Planet Generation**:
- Generates spherical planets using Perlin-based Fractional Brownian Motion (FBM) noise.
- Configurable planet radius (default: 1000 units) and terrain height multiplier.
- Layered noise for base terrain, mountains, mega peaks, valleys, and fine details.
- Domain warping for organic terrain distortions (adjustable scale and strength).
- Seed-based randomization for reproducible results.
2. **Dynamic LOD System**:
- Supports 1-4 LOD levels with configurable distance thresholds (e.g., 500m, 1200m, 2500m, 5000m).
- Chunks per face (1-64) and max vertices per chunk (2-256) for customizable detail.
- Asynchronous chunk generation with adjustable updates per frame (default: 2).
- Unloading of distant chunks beyond a configurable distance (default: 6000m).
3. **Terrain Customization**:
- **Base Noise**: Adjustable scale, octaves (1-8), persistence (0-1), and lacunarity.
- **Mountains**: Ridged noise with configurable strength and sharpness.
- **Mega Peaks**: Rare, high peaks with adjustable rarity and strength.
- **Valleys**: Carved terrain with customizable depth.
- **Details**: Fine noise for surface variation.
- Slope-based rock blending and ambient occlusion for visual depth.
4. **Ocean Generation**:
- Optional procedural ocean with configurable resolution (4-128) and depth.
- Customizable ocean material and level relative to planet radius.
- Spherical mesh generation for seamless ocean rendering.
5. **Vegetation System**:
- Procedural tree spawning on highest LOD chunks.
- Configurable tree probability (0-0.1) and max slope for placement.
- Default simple tree prefab (cylinder trunk + spherical foliage) or custom prefab support.
- Randomized tree scale and rotation for variety.
6. **Planetary First-Person Controller**:
- Gravity aligned to planet center with optional inverse-square falloff.
- Configurable movement speed, sprint multiplier, jump height, and air control.
- Mouse-based camera control with adjustable sensitivity, smoothing, and Y-inversion.
- Auto-detection of nearest planet in multi-planet scenes with configurable influence range.
- Surface-aligned rotation and spawn resolution to prevent geometry intersection.
7. **Biome-Like Coloring**:
- Vertex color-based system for terrain coloring.
- Customizable colors for deep water, shallow water, sand, grass, forest, rock, and snow.
- Altitude and latitude-based color transitions (e.g., snow at high altitudes or poles).
- Slope-based rock blending and ambient occlusion for enhanced visuals.
8. **Performance Optimization**:
- Configurable chunk update interval (default: 0.2s) and max chunks per frame.
- Optional mesh colliders with distance-based enabling (default: 800m).
- Index format support for large meshes (>65,535 vertices).
- Efficient memory management with chunk mesh cleanup on destruction.
9. **UI and Visuals**:
- Optional UI panels for underwater effects and loading screens.
- Gizmo visualization for planet radius, LOD distances, and player orientation.
- Scalable objects (e.g., atmosphere) tied to planet radius.
10. **Custom Spawn**:
- Optional spawning of a custom prefab on the planet’s surface at startup.
- Aligned to terrain normal for accurate placement.
### Technical Notes
- **Dependencies**: Requires Unity’s Standard shader or custom shader with vertex color support.
- **Compatibility**: Works with Unity 2019.4+ (tested up to 2025.1).
- **Performance**: Optimized for single and multi-planet scenes; adjust LOD and chunk settings for low-end hardware.
- **Physics**: Uses Unity’s physics system for ground detection and collision (Rigidbody, CapsuleCollider).
- **Extensibility**: Easily extendable with custom noise functions, shaders, or prefabs.
Compatibility
| Unity version | Built-in | URP | HDRP | Custom |
|---|---|---|---|---|
| 2022.3.30f1 | Compatible | Not listed | Not listed | Compatible |
As listed on the Asset Store.