Current sales News My Tracked Assets Login
OctoShaper - Node-Based Procedural Generation preview
Unity

OctoShaper - Node-Based Procedural Generation

By Curious Trove

$28 $40 30% off

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $28. The latest store price is $28, matching the lowest recorded price shown here.

Recorded prices for OctoShaper - Node-Based Procedural Generation 4 price observations from Nov 5, 2026 to Nov 7, 2026. Lowest recorded price $28. Exact dates and prices are listed below. $0.00 $20.00 $40.00 Nov 5, 2026: $40. Unity First Price 2026-11-05 2026-11-05 Nov 5, 2026: $28. Unity New Release Discount 2026-11-05 2026-11-19 Nov 5, 2026: $28. Unity New Release Discount 2026-11-05 2026-11-19 Nov 7, 2026: $28. Latest store price Nov 5, 2026 Nov 7, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 4 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$28Latest store price
$28Unity New Release Discount 2026-11-05 2026-11-19
$28Unity New Release Discount 2026-11-05 2026-11-19
$40Unity First Price 2026-11-05 2026-11-05

Sale and bundle history

The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About OctoShaper - Node-Based Procedural Generation

  • Tools, Systems & Learning > Development Tools & Automation
  • Tools, Systems & Learning > Level & World Building
OctoShaper is a visual, node-based procedural generation tool that runs entirely inside Unity.

Build graphs that scatter props, grow vines, lay out buildings along splines and generate meshes. Drag a slider and the result rebuilds in your scene.
The same graph runs in the editor and at runtime, so what you design is what ships in your game. If you have used Blender Geometry Nodes or Houdini, it will feel familiar.

What you can build

Level layouts: castle walls, towns and hillside villages
Buildings from your own modular pieces or from generated meshes
Forests, rocks, grass and ground cover that sit on meshes and terrain
Bridges, walls and rails that follow splines
Vines, roots and other growing shapes
Props such as barrels, arenas and spaceships, generated as meshes

Visual graph editor

200+ nodes for scattering, splines, meshes, colors, physics and math
Live thumbnails on every node, and a spreadsheet of every element and attribute
Reusable subgraphs: use any graph as a node inside another
Exposed parameters (numbers, materials, textures, splines, positions) as Inspector controls
Position and spline handles in the Scene view, plus an isolated Preview Stage

Procedural meshes

Primitives, convex hulls, triangulation, bevels, booleans, profile revolution and spline-driven geometry
Realize Meshes turns generated geometry into shared Unity meshes
Box, sphere, capsule and mesh colliders, including compound colliders

Colors and textures

Color ramps, blending, UVs, texture sampling, height-map displacement and vertex colors
Per-instance color, texture and float overrides, without duplicating your materials

Scattering and placement

Poisson disc, grids, surface sampling, slope masks, raycasts and weighted random picks
Local assemblies: author a prop around the origin and place it anywhere

Rendering

Spawn prefabs and GameObjects when you need colliders and scripts
GPU instancing, direct or indirect, for thousands of objects
Procedural prefabs: bake a graph into a prefab asset that rebuilds on reimport

Runtime and C#

Graphs compile to C# code, so they run in player builds and play nide with AOT targets
Sync or async generation, with parameter overrides from code
Turn any static C# method into a node with one attribute
Callbacks on spawned prefabs, with each element's data

Optional AI integration

A bundled agent skill lets AI coding agents find nodes, edit graphs and render previews in your project. Install it from Tools > OctoShaper > AI Integration.

13 samples included

Castle, House, Rocks, Vines, GPU Instanced Grass, Runtime API Demo, Structural Tower, Spline Viaduct, Oak Barrel, Chromatic Grove, Golden Arena, Stone Assemblies and Solar Lance.

Requirements

Unity 2022.3 LTS or Unity 6
Burst, Collections and Mathematics are installed automatically on import if they are missing
Built-in, URP and HDRP. The sample materials use URP; other pipelines need replacement materials.

Unity price last checked .

Prices and availability may change.