Cityscaper by alexismorin - 7


Unity Skybox Detail Geometry Tool

Unity 2019.3.0a12MIT LicenseUpdated 135 days agoCreated on August 12th, 2019
Go to source


Unity Skybox Detail Geometry Tool

In almost every single project I worked on that involves a view of the outside world through a window I end up requiring some sort of low-overhead, large scale detail geometry for my skybox environment. After making a bunch repeatedly, I decided that I would make a tool so I would never have to do it again! Just drag a volume over where you want to spawn your stuff, tweak a few settings and press generate - a nice little town surrounded by foliage will then spawn and mold itself to your landscape, with per-instance variations in the look of your houses/trees.



After install, just drag the Cityscaper prefab from the package folder and get going!


  • The Urban Density slider affects the ratio of city-to-nature.
  • The Voxel Size slider controls the space between each spawned item. The default value is fine but you might want to adjust it for performance or the size of your buildings.
  • The Noise Magnitude slider controls how noisy the generated city/surrounding foliage will be. Low values give you vineyards and Manhattan and higher values just sparse medieval towns.
  • The Building and Nature prefab arrays contain which actual meshes will be spawned. Feel free to use the ones included as-is, or just pluck in your own meshes for easy customization. Special shaders that randomize the features of buildings and trees are included in the project - simply color the vertex colors of the roofs white when authoring your own meshes.



This is a plugin that makes use of Unity’s Package Manager feature. Just drop the com.alexismorin.cityscaper folder (found in the packages folder of the Unity project) into your own project’s packages folder (found at the same level as your Assets folder) and it should work out-of-the-box. If you’re using a pre-packman version of Unity (phew!), navigate inside the com.alexismorin.cityscaper folder and then just drag the Editor folder you find there anywhere in your project hierarchy.


Per usual, enjoy this package full of bugs authored in a couple of hours!

Show all projects by alexismorin