OctoShaper - Node-Based Procedural Generation
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.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $28 | Latest store price | |
| $28 | Unity New Release Discount 2026-11-05 2026-11-19 | |
| $28 | Unity New Release Discount 2026-11-05 2026-11-19 | |
| $40 | Unity 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
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.