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: $24.99. The latest store price is $24.99, matching the lowest recorded price shown here.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $24.99 | Latest store price | |
| $49.99 | Unity First Price 2026-08-06 2026-08-06 | |
| $24.99 | Unity New Release Discount 2026-08-06 2026-08-20 | |
| $24.99 | Unity New Release Discount 2026-08-06 2026-08-20 |
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 Scatter Graph - Procedural Placement & Runtime Spawning
- Tools, Systems & Learning > Development Tools & Automation
- Tools, Systems & Learning > Level & World Building
Why Scatter Graph
Creating large interactable environments usually means dealing with thousands of GameObjects, heavy scenes and slow editor performances. Scatter Graph avoids this by generating and storing placement data ahead of time. This allows to populate terrains with complex placement rules while keeping both the editor and runtime performances fast and responsive.
The goal of Scatter Graph is not only to populate large terrains, but to make every spawned object part of the gameplay experience. Since runtime instances are regular GameObjects, they can fully interact with gameplay systems such as physics, destruction, harvesting, AI or player interactions, allowing to create dense and fully interactable environments without sacrificing performances.
Core Features
Node based workflow which allows cross communication between different objects
Fast and optimized placement visualization through the use of GPU instanced previews as tubes or spheres, without any performance degradation up to 4M visible points
Optimized prefabs instantiation through lazy initialization and distance based activation/pooling
Runtime spawned instances are regular GameObjects, allowing large scale interactable environments
Scene bound graphs, meaning they have direct access to scene objects like splines and colliders, allowing more refined control
Several available nodes which allows to create ecological like placement rules
Billboards rendering system to blend between prefab and billboard instances
Fast and modern working area through the usage of a customized Unity's GraphView and UI Toolkit GUI
Undo support