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1.4
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Runtime World Generation

by Ugur Tuna (opens in new tab)

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Create visually rich, high-performance procedural worlds at runtime! Stream world using a procedural ground shader, biome-based spawning, procedural sky, roads, weather, water and day/night system.

Price $28.99

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Price history

Last 6 months

USD
Price history for Runtime World Generation, 6 months Current $28.99; lowest $14.49; highest $28.99 in this period. $0 $25 $50 Sep Oct Nov Version 1.1 released 31 Aug 2026 v1.1 Version 1.2 released 2 Sep 2026 Version 1.3 released 9 Sep 2026 v1.3 Version 1.4 released 14 Sep 2026 v1.4

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Runtime World Generation screenshot 1

Runtime World Generation screenshot 1

About this asset

Runtime World Generation is a modular runtime world generation system for Unity, designed to quickly generate and stream large, biome-based environments, world integrated weather effects, roads, a day/night cycle and water around the player. No manual terrain painting is required.

It includes a multi-slot Save/Load system and documented multiplayer integration workflow with example code for Unity Netcode for GameObjects. A range of helper functions and events is also included for tasks such as removing objects, ground positioning and normal sampling, manual weather control, and reacting to world generation events, with further details covered in the documentation.

RWG is designed to adapt to your project rather than force your project to adapt to it. With easy-to-use editor tools for creating and customizing biomes, you can configure the world to your needs, use, modify, or remove the included content, and integrate your own trees, vegetation, objects, and other assets into the generation system. RWG is not a fixed environment asset pack — it is a customizable runtime world generation system. The included assets are provided both as ready-to-use content and as examples for building your own worlds.

This is not a Unity Terrain extension. Runtime World Generation generates and streams its own runtime world around the player, with no manual terrain sculpting or painting required. The ground is rendered using a procedural material, and an included editor panel lets you easily create and customize your own ground material.

  • Runtime procedural world generation with biome system
  • Procedural Roads & Bridges (Beta) – Connect biomes with road networks that have no dead ends.
  • No manual terrain painting
  • Continuous world streaming
  • Dynamic Sky & Clouds (URP Only)
  • Foliage and object spawning
  • Custom asset integration editor panels
  • Rendering millions of objects
  • Water
  • Weather System with wetness & snow coverage – Rain / Snow / Clear
  • Day / Night Cycle (URP Only)
  • World Time & Season System (URP Only)
  • Environmental transitions
  • Multi-slot deterministic Save / Load
  • Multiplayer integration functions & synchronization workflow (Integration required, explained in documentation)
  • Runtime terrain height & normal sampling
  • Runtime foliage / object removal
  • World generation events & helper functions
  • Easy-to-use editor tools
  • Included example assets such as trees, vegetation, rocks, flowers, bushes...
  • URP & HDRP support

Support

Email: [email protected]

Discord: https://discord.gg/eJF55w7bHZ

From the publisher's Asset Store listing.

Technical details

Unity Version

• Unity 6 or newer required

Render Pipeline Support

• Universal Render Pipeline (URP)

• High Definition Render Pipeline (HDRP)

Core World Generation

• Runtime procedural world generation and automatic Region-based streaming

• World generation follows the player, camera, or any custom World Follow Transform

• World can start from any position with no predefined origin required

• Configurable Areas, Regions, Biomes, mountains, hills, World Noise, and terrain heights

• Spawn Matrix for controlling large-scale Area distribution

• Procedural dual-layer ground material system with height, slope, and noise-based blending

• Runtime Water System for both URP and HDRP

• Configurable terrain render distance and foliage/object spawn distance

• Instant Generation OnStart And Load option for completing the initial world build immediately instead of progressively streaming it over multiple frames

Vegetation and Object Spawning

• Indirect GPU-instanced vegetation rendering for dense environments

• Grass, Tree, and Other Object Pack systems

• Biome-based spawning

• Configurable density, grouping, randomized gaps, scale, rotation, terrain alignment, slope limits, height limits, and object spacing

• Supports custom trees, grass, rocks, bushes, buildings, props, animals, resources, and gameplay objects

• Dedicated editor tools automatically create the required materials, prefabs, and spawn data where applicable

• Optional Tree Mesh Generator included

Grass is rendered directly using indirect GPU instancing, while trees and other objects can use prefabs and optional colliders.

Ground Material System

• Custom procedural ground material system with a dedicated editor setup panel

• Uses two independent texture layers, with each layer containing a diffuse Texture2DArray and a corresponding normal-map Texture2DArray

• In the material editor, simply assign the ground textures, their normal maps, and the height at which each texture should begin appearing

• The editor automatically generates the required texture arrays, configures them, and assigns them to the material

• Textures within each layer are ordered by height and blended smoothly using a configurable transition value

• A second texture layer follows the same height-based setup and is blended with the first layer using procedural noise, helping break up repetitive or overly uniform terrain transitions

• A separate slope texture and corresponding normal map can be assigned for steep terrain surfaces

• Transition values and other ground-material parameters can be adjusted directly from the included editor panel

• The ground material responds to the Weather System, including snow coverage and wetness effects from rain

Weather, Sky and Time

• Clear, Rain, and Snow weather states

• Rain and snow particle effects

• Snow and wetness effects on compatible terrain, foliage, trees, and objects

• Indoor Layer support for preventing weather particles from entering interiors

• Manual weather control through the runtime API

URP additionally supports the full Timing System, seasons, automatic time-based weather progression, Sky Shader, clouds, sun and moon movement, day/night cycle, and Time UI.

HDRP supports manually triggered weather and surface effects, but weather does not currently control the HDRP sky, clouds, sun, or scene lighting.

Multiplayer Integration

• Optional multiplayer world-synchronization workflow

• Synchronization support for generated Regions, spawned objects, world time, runtime removal operations, new world generation, and late-joining clients

• Tested with Unity Netcode for GameObjects using Host-Client and Server-Client configurations

• Server, Host, Client, and Single Player world states supported

Runtime World Generation provides the world synchronization workflow rather than a complete networking framework. NetworkManager, transport, connection flow, lobby, matchmaking, authentication, hosting, and other networking systems must be configured separately by the developer.

Save / Load

• Deterministic world regeneration

• Multiple named saves

• Runtime Save, Load, and New Save functions

• Terrain and vegetation regenerate consistently after loading

• Runtime foliage removal is persisted through saves

• Clear Old Saves option included

Road System

• Roads connect different biomes.

• No dead ends — every road connects to another road.

• Bridges are automatically generated when roads cross water or very steep terrain.

• This is currently a beta feature, so minor visual glitches may occasionally occur.

Runtime API and Events

• World start and after-start events

• Functions that find and return terrain of a desired size at a desired height and slope

• Time, season, Area, and weather change events

• Region spawn, activation, deactivation, removal, and spawn-complete events

• Runtime terrain position sampling

• Runtime terrain normal sampling

• Combined terrain position and normal sampling with RegionSurface

• Runtime foliage removal API

• BuildWorldInstant() for immediately generating missing Regions around the camera

• Manual Clear, Rain, and Snow functions

• Current weather, temperature, world time, and date access

• Path finding between two points on the generated terrain, similar to a NavMesh path; it may not be as fast or as good as dedicated navigation solutions

All helper functions and events are explained in detail in the documentation.

Anti-Aliasing Recommendation

• For foliage-heavy scenes, FXAA is recommended when TAA produces visible ghosting or smearing during camera movement

• FXAA can provide a cleaner and more stable appearance for grass and fine vegetation affected by temporal artifacts

Performance

• Recommended World Quality: Medium

• Runtime world streaming designed for continuous gameplay movement

• Standalone build tested at over 100 FPS on a GTX 1660 Ti in a world similar to the asset screenshots

• Unity Editor Play Mode may introduce additional stuttering or overhead

• Depending on project and hardware, standalone builds can run up to approximately 3× faster than Editor Play Mode

• Actual performance depends on resolution, render pipeline, World Quality, render distances, vegetation density, object count, and hardware

Included Example Content

• 5 Rocks

• 20 Trees

• 8 Grasses

• 5 Flowers

• 6 Bushes

• 3 Dead Leaves

• 9 Ground textures and normal maps

• 5 Road textures and normal maps

• Rain and wind sounds

The included models are example content and can be replaced with your own assets. Runtime World Generation is a world-generation framework rather than a 3D model pack.

Requirements

• Unity 6 or newer

• URP or HDRP

• VFX Graph required

• TextMesh Pro (TMP Essentials) required for the included demo scenes and Time UI

• HDRP Motion Vectors must be disabled for indirect GPU instancing

• Mobile platforms are not officially supported

Included Documentation

Quick Start, World Setup, ground materials, Areas, Regions, Biomes, Spawn Matrix, vegetation/object setup, Tree Mesh Generator, Weather/Sky/Timing, Water, Save/Load, runtime API/events, multiplayer integration, URP/HDRP notes, performance guidance, and troubleshooting are covered in the included documentation.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.4.0f1 Not listed Compatible Compatible

As listed on the Asset Store.