TerrainGen - Infinite Runtime Generation View on Asset Store (opens in new tab)

Package details

Latest version
1.3.0
Last updated
First released
Unity version
6000.3.10 or later
Package size
154.2 MB
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TerrainGen - Infinite Runtime Generation

by GMrrc_Aorou (opens in new tab)

2 ratings, too few to average

TerrainGen - Generate infinite, deterministic, and fully customizable terrain with biomes, rivers, dynamic vegetation, modular structures, and built-in pathfinding.

Price $64.99

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Price history

Last 6 months

USD
Price history for TerrainGen - Infinite Runtime Generation, 6 months Current $64.99; lowest $59.99; highest $69.99 in this period. $0 $50 $100 Jun Jul Aug Sep Oct Nov Version 1.1.0 released 14 May 2026 v1.1.0 Version 1.2.0 released 13 Jul 2026 v1.2.0 Version 1.3.0 released 3 Nov 2026 v1.3.0

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TerrainGen - Infinite Runtime Generation screenshot 1

TerrainGen - Infinite Runtime Generation screenshot 1

About this asset

TerrainGen is a powerful, deterministic procedural terrain generation system for Unity, allowing developers to create infinite, fully customizable worlds with multiple biomes, dynamic vegetation, modular structures, and integrated navigation and pathfinding systems.

The system generates infinite terrain using noise-based algorithms. Terrain loads dynamically around the player or camera position at runtime. Multiple biomes can be created, each supporting custom materials, height multipliers, and surface levels. The terrain is generated automatically with full collision support.

Rivers can be generated with configurable depth, width, and erosion parameters.

Vegetation and objects spawn intelligently based on biome-specific rules. The system supports trees, grass, general objects and far object with different render distances. Spawn probabilities, distances, object limits, and more are fully configurable.

Grass and far object rendering uses Unity's Graphics.DrawMeshInstanced and Frustum culling for high performance. Grass density, height constraints, and surface angle limits are all configurable.

Structures can be placed as prefabs with automatic terrain adaptation. Structures can carve terrain in hollow mode or anchor to terrain height. Spawn rules include spacing, biome restrictions, and unique instance options.

A built-in A* pathfinding system works across the generated terrain. Navigation grids are generated automatically per terrain tile. Walkable surface angles and height constraints are configurable.

Editor tools include a scene creator for quick setup, a terrain preview window for visualization, automatic tag setup, and biome visualization gizmos.

The system is highly customizable and suitable for open-world games, survival games, RPGs, simulation games, and sandbox games. All components are modular and configured through ScriptableObjects and Inspector settings.

Comprehensive documentation with examples is included, along with a demo scene for quick start build in URP and HDRP.

Important Notes:

Demo visuals include original assets plus Poly Haven textures (CC0). See ASSETS_LICENSE_INFO.md for the inventory; THIRD_PARTY_NOTICES.txt for Poly Haven text, FastNoiseLiteBurstCompatibleForUnity (MIT), and other notices.

For support or inquiries, please contact me at [email protected]. I am happy to help with any problems or concerns.

From the publisher's Asset Store listing.

Technical details

Terrain Generation

Infinite terrain generation driven by configurable noise functions (frequency, amplitude, octaves, fractal behavior, domain warp, etc.).

Terrain mesh LOD support to scale geometric complexity with distance.

Object Placement

Rule-based procedural spawning per biome with deterministic controls.

Spawn constraints include probability, density, min/max spacing, per-tile limits, slope/height filtering, and exclusion logic.

Object Rendering

High-density vegetation rendering using instancing/batched workflows to minimize draw calls.

Configurable render distance and density budgets to target multiple hardware tiers.

Biome Authoring

Multi-biome architecture based on ScriptableObject configurations.

Per-biome control over terrain shaping, surface appearance, vegetation sets, and spawn rules.

Pathfinding & Navigation

Built-in A* pathfinding pipeline with automatically generated navigation grids.

Asynchronous path computation to avoid main-thread stalls.

Structure Placement

Prefab-based procedural structure spawning with terrain-aware adaptation.

Supports hollow and carve placement modes depending on structure-ground interaction needs.

Performance Characteristics

Chunk pooling and object reuse reduce GC pressure and memory spikes.

Burst + Jobs accelerate critical runtime systems (especially visibility/culling workflows).

LOD + distance-based policies provide scalable performance in large open worlds.

Independent quality knobs for terrain, vegetation, object draw distance, and spawn density.

Compatibility

Unity 2021.3 LTS or newer.

Includes FastNoiseLite dependency (Burst-compatible workflow).

Compatible with all Unity-supported target platforms.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.3.10f1 Compatible Compatible Compatible Compatible

As listed on the Asset Store.