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Package details
- Latest version
- 2.0
- Last updated
- First released
- Unity version
- 6000.4.0 or later
- Package size
- 72.5 MB
- Files
- 173
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Keywords
Ultimate Procedural and Destructible Landscape
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Ultimate Destructible Landscape is a stylized destructible voxel terrain system for creating editable landscapes with grass, props, and runtime terrain deformation.
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Ultimate Procedural and Destructible Landscape screenshot 1
About this asset
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Ultimate Destructible Landscape is a Unity package for creating stylized destructible landscapes using a Marching Cubes based terrain workflow.
The package is designed for developers who want to build editable 3D worlds, caves, alien biomes, survival environments, sandbox levels, mining areas, or procedural landscapes without building a complete terrain system from scratch.
Create low-poly terrain forms, populate them with stylized grass, mushrooms, bushes, rocks, and other props, then modify the terrain at runtime through digging, adding, explosions, or custom gameplay actions.
Core Landscape Generation Module
Generate fully procedural marching cubes landscapes using customizable terrain settings, noise parameters, layers, materials, and generation rules.
Procedural Cave Generation Module
Create underground cave systems and openings directly inside the generated landscape.
Grass Generation Module
Automatically place grass across the scene based on landscape settings and biome style.
Props Placement Module
Procedurally scatter props such as trees, rocks, crystals, mushrooms, plants, and other environment objects across the landscape.
Digging and Building Module
Allow players or tools to dig into the terrain, build new landscape shapes, modify the world in runtime, and save all changes.
Save / Load System
Persist landscape generation data, destruction, digging, and building changes between sessions.
Integration API
The asset also includes an API for custom integrations, allowing developers to connect the landscape system with their own gameplay, tools, editors, save systems, biomes, or procedural generation workflows.
Marching cubes terrain examples:
The included demo content showcases a stylized alien biome with glowing mushrooms, colorful grass, fantasy vegetation, terrain props, and editable Marching Cubes landscape forms.
The system is built to be used as a flexible foundation: you can use the included visuals, replace them with your own assets, customize terrain materials, adjust vegetation density, create your own biomes, and connect runtime deformation to your own tools, weapons, abilities, or gameplay systems.
From the publisher's Asset Store listing.
Technical details
The asset includes:
Core Landscape Generation Module
Generate fully procedural landscapes using customizable terrain settings, noise parameters, layers, materials, and generation rules.
Procedural Cave Generation Module
Create underground cave systems and openings directly inside the generated landscape.
Grass Generation Module
Automatically place grass across the scene based on landscape settings and biome style.
Props Placement Module
Procedurally scatter props such as trees, rocks, crystals, mushrooms, plants, and other environment objects across the landscape.
Digging and Building Module
Allow players or tools to dig into the terrain, build new landscape shapes, modify the world in runtime, and save all changes.
Save / Load System
Persist landscape generation data, destruction, digging, and building changes between sessions.
Integration API
The asset also includes an API for custom integrations, allowing developers to connect the landscape system with their own gameplay, tools, editors, save systems, biomes, or procedural generation workflows.
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.4.0f1 | Compatible | Compatible | Compatible |
Built-in, URP & HDRP. Materials/prefabs auto-convert on import; demo scenes convert when opened. If anything looks wrong: Window → [Asset Name] → Render Pipeline Setup → Convert Everything. Also: Materials And Prefabs Only, or Currently Open Scene Only. See Documentation/Render Pipeline Guide for details.
As listed on the Asset Store.