PPG - Procedural Placement Graph OFFICIAL SALE

Procedural Placement Graph (PPG) is a node-based framework for placing objects procedurally in your scenes — with GPU-accelerated rendering that scales to massive instance counts.

Build placement rules visually by connecting nodes in a graph editor. PPG handles generation, filtering, transformation, and instancing — all without writing code.


■ GPU-Instanced Rendering (BatchRendererGroup)

Set the Instancing Mode to BRG and your prefabs are rendered via Unity's BatchRendererGroup — no GameObjects created, minimal draw calls. Instances are automatically partitioned into spatial grid cells with per-cell frustum culling powered by a Burst-compiled job. Multi-material prefabs and LODGroup prefabs (LOD0) are supported out of the box.


■ Performance at Scale

  • 10,000 instances → single-digit draw calls (vs 10,000 with GameObject mode)
  • Grid-based spatial culling skips off-screen cells entirely
  • Burst/Jobs compiled pipeline for sampling, filtering, relaxation, noise, and culling
  • Hash-based node output caching for instant re-execution on partial graph changes

■ Flexible & Extensible

  • 50+ built-in nodes: generators, filters, transforms, attributes, instancers, spline sampling, flow control
  • Works with any prefab, any terrain, any scene scale
  • Parameter overrides let one graph produce varied results per PPGComponent
  • SubGraphs for reusable placement patterns
  • Custom nodes via a simple C# interface

■ Artist-Friendly

  • Live Scene preview with density, steepness, and attribute color modes
  • Full Undo support for Generate/Cleanup
  • Terrain integration: height sampling, slope filtering, splat-map density
  • Unity Splines integration for path-based placement
  • Designed for level designers and technical artists who want production-quality procedural placement with GPU-level performance.

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