PPG - Procedural Placement Graph View on Asset Store (opens in new tab)

Package details

Latest version
1.0.0
Last updated
First released
Unity version
6000.1.17 or later
Package size
3.9 MB
Files
291
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PPG - Procedural Placement Graph

by Isuzu Works (opens in new tab)

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Visual node-graph for procedural placement. 50+ nodes with BatchRendererGroup GPU instancing, Burst-compiled spatial culling, live preview, and attribute pipeline.

Price $55.00

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Price history

Last 6 months

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Price history for PPG - Procedural Placement Graph, 6 months Current $55.00; lowest $38.50; highest $55.00 in this period. $0 $50 $100 Jun Jul Aug Sep Oct Nov

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PPG - Procedural Placement Graph screenshot 1

PPG - Procedural Placement Graph screenshot 1

About this asset

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.

Docs

From the publisher's Asset Store listing.

Technical details

  • BatchRendererGroup (BRG) instancing mode: renders instances via GPU buffer upload with zero GameObject overhead — one draw call per mesh+material+grid cell
  • Burst-compiled grid culling: per-cell AABB vs frustum test runs as an IJob on worker threads, with automatic shadow pass bypass
  • Spatial grid partitioning: instances are split into configurable XZ cells (default 32m) for efficient frustum culling
  • Multi-material submesh support: prefabs with multiple materials emit one draw command per submesh, sharing the same instance buffer
  • LODGroup auto-extraction: LOD0 mesh/material automatically used for BRG rendering
  • Automatic BRG fallback: incompatible prefabs (skinned mesh, missing materials) gracefully fall back to GameObject mode with diagnostic logging
  • 50+ built-in nodes: generators, samplers, filters, transforms, attributes, instancers, spline, flow control
  • 9 Burst/Jobs compiled operations: surface sampling, poisson disk, self-pruning, Lloyd relaxation, noise, distance, transforms, nearest-seed, grid culling
  • Hash-based node output caching: only re-executes nodes whose inputs or settings changed
  • Parameter override system: expose node fields to PPGComponent inspector for per-instance customization
  • SubGraph composition for reusable placement patterns
  • Unity Splines integration (SplineContainer binding, path-based sampling)
  • Terrain integration: heightmap sampling, slope filtering, terrain layer density
  • Live Scene preview with density/steepness/attribute color overlay and XRay toggle
  • Binding system for scene object references (Terrain, Transform, SplineContainer, MeshFilter)
  • Full Undo/Redo support for Generate and Cleanup operations
  • Editor and Play Mode generation with automatic domain-reload recovery
  • Requires Unity 6000.0+, Burst, Collections, Mathematics, Splines (auto-resolved via UPM)
  • SRP-independent: works with URP, HDRP, and custom SRP (BRG requires SRP; Built-in RP not supported)

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.1.17f1 Not listed Compatible Compatible Compatible

As listed on the Asset Store.