Urban Building & City Generator View on Asset Store (opens in new tab)

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Latest version
2.5.0
Last updated
First released
Unity version
6000.3.6 or later
Package size
188.3 MB
Files
186
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Urban Building & City Generator

by BoneCracker Games (opens in new tab)

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Create optimized city buildings in seconds! Generate city with buildings and roads for driving games, open world maps and more without the cost of performance.

Price $25.00

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Price history

Last 6 months

USD
Price history for Urban Building & City Generator, 6 months Current $25.00; lowest $12.50; highest $25.00 in this period. $0 $12.5 $25 Aug Sep Oct Nov Version V1.1.0 released 3 Jul 2026 v1.1.0 Version V1.2.0 released 5 Jul 2026 Version V1.2.1 released 5 Jul 2026 Version V1.3.0 released 7 Jul 2026 Version V1.3.1 released 8 Jul 2026 Version V2.0.0 released 11 Jul 2026 Version V2.1.0 released 22 Jul 2026 v2.1.0 Version 2.5.0 released 29 Jul 2026

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Urban Building & City Generator screenshot 1

Urban Building & City Generator screenshot 1

About this asset

Fill your scene with optimized, great looking background buildings in seconds. Urban Building & City Generator creates static, single draw call building prefabs. Mobile ready city backdrops for driving games, open worlds, and more, without the cost of high poly models.

Buildings range from clean low poly boxes to detailed facades with balconies, cornices, and fake window interiors. You choose the detail level per building.

Includes the generator window, a zone district component, a demo city scene, and full documentation.

➡️ Update V2.5.0 - Now you can generate city with roads!

Please check the release notes.

🕹️ WebGL Demo

📚 Documentation

Key Features

  • One material, one draw call per building: Flat shaded geometry mapped onto a single albedo and emission atlas, with normal maps for richer lighting. Built for background fill and mobile budgets.
  • Built-in, URP and HDRP supported: Easily convert materials with one-click for any render pipeline.
  • 4 archetypes: Tower, Shop, Apartment, and House. Each has its own massing, window relief, and roof style: gabled roofs and chimneys on houses, roof clutter elsewhere.
  • 4 massing models: Slab, Setback, Podium, and L plan keep towers from looking repetitive.
  • Generate city with roads: Asphalt / gutter / curb / sidewalk ribbon, square-return junction pads with dropped-curb crosswalk sockets, and a separate markings layer (zebra crosswalks, dash centerline, edge lines). One drivable MeshCollider shares the exact mesh the renderer draws.
  • 3 detail levels: Simple, Standard, and Detailed. From lean mobile boxes to facades with sills, balconies, cornices, pilasters, and recessed storefronts. Automatic LODs swap detail out by distance.
  • Seeded and reproducible: The same seed always rebuilds the same building or block, at every detail level. Your city stays deterministic and version control friendly.
  • No overlapping buildings: A built-in placement guard nudges every new building to the nearest free spot, so rows and zones never clip or intersect. It also avoids obstacles you mark and can snap buildings to terrain.

Fake Interiors

  • Windows show parallax room interiors behind tinted glass, rendered entirely in shader with no extra draw calls. Each window is different: some blinds drawn, some clear, with grazing angle reflections and lit rooms at night. One global toggle. Works on Built-in and URP, with a clean fallback on HDRP.
  • Detail & Extras
  • Add facade extras like AC units and wall vents for extra realism. Use the Detailed tier for close up hero buildings while keeping distant fill on Standard or Simple. All optional and seed stable.

Workflows

  • Single building: Set parameters and Generate + Place, or paint buildings directly into the Scene view with a stamp brush.
  • Street: Fill a road with a varied row of buildings on both sides in one click, straight or along a path.
  • Zones: Drop a BoxCollider district marker, pick an archetype mix and palette pool, and fill it with a seeded block of buildings.
  • City Blocks: Generate a whole grid of styled districts with avenues and skyline falloff in one click.
  • Manage: A live inventory of every generated building. Overview stats, a filterable district list, click to select, and per building health flags with bulk fixers.

District Presets

  • Included presets capture a full district look: archetype mix, palette, gaps, and detail. Apply a consistent style across zones and city blocks, or capture and save your own.
  • Modern Editor UI
  • Built on Unity's UI Toolkit with a clean dark theme and two clear zones: Build (Single / Street / Zones) and Manage. A pinned action bar keeps the Generate button, a live material health badge, and a Tools menu (Regenerate All, Bake UVs, Clean Unused, and more) always in reach.

Built-in, URP, HDRP

  • All three pipelines are auto detected with zero configuration. If you switch pipelines, the Fix Materials button rebuilds all facade materials in one click, and a live material health badge warns you before any building renders pink. The problem never reaches your build.

Palettes

  • 4 baked facade atlases (Light Gray, Brick, Graphite Curtain, White Plaster) with matching emission, normal, and specular maps for realistically lit night windows. The atlas layout is documented, so you can author your own in any image editor.

Day & Night, GI Ready

  • A Night Lights dial controls per facade window emission, with Day, Dusk, and Night presets. It tints the shared facade materials, so one draw call per building is preserved. Need baked lighting? Turn on Bake Lightmap UVs to generate per building lightmap UVs and mark buildings GI contributing.

Runtime Generation

  • Generate buildings at runtime, not just in the editor. The geometry engine ships in a Runtime assembly with no editor dependencies, so your game can build cities on the fly.

Fits Your Pipeline

  • Place buildings as lightweight scene instances or save them as prefab assets. Your choice. Regenerate every prefab in place with GUIDs preserved and automatic LODs. The Clean Unused tool scans your whole project, lists unreferenced generated meshes and prefabs, and deletes after you confirm.

Getting Started

  • A full user guide takes you from import to your first city in minutes, and a changelog tracks every update.

From the publisher's Asset Store listing.

Technical details

  • Minimum supported and compatible Unity editor version is Unity 6.3.
  • Outputs static prefab + mesh assets; nothing runs at runtime.
  • One material, one draw call per building: Single 1024×2048 albedo + emission atlas, flat-shaded.
  • URP, HDRP and Built-in render pipelines, auto-detected; one-click Fix Materials when you switch pipeline.
  • Clean, assembly-isolated code (Runtime + Editor asmdefs), namespace BoneCrackerGames.BuildingGen, no third-party dependencies.
  • Includes a demo city scene and full documentation (user guide and atlas-layout spec).

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.3.6f1 Compatible Compatible Compatible

As listed on the Asset Store.