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Scatter Graph - Procedural Placement & Runtime Spawning preview
Unity

Scatter Graph - Procedural Placement & Runtime Spawning

By ImAxel

$24.99 $49.99 50% 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: $24.99. The latest store price is $24.99, matching the lowest recorded price shown here.

Recorded prices for Scatter Graph - Procedural Placement & Runtime Spawning 4 price observations from Aug 6, 2026 to Nov 4, 2026. Lowest recorded price $24.99. Exact dates and prices are listed below. $0.00 $25.00 $49.99 Aug 6, 2026: $24.99. Unity New Release Discount 2026-08-06 2026-08-20 Aug 6, 2026: $24.99. Unity New Release Discount 2026-08-06 2026-08-20 Aug 6, 2026: $49.99. Unity First Price 2026-08-06 2026-08-06 Nov 4, 2026: $24.99. Latest store price Aug 6, 2026 Nov 4, 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
$24.99Latest store price
$49.99Unity First Price 2026-08-06 2026-08-06
$24.99Unity New Release Discount 2026-08-06 2026-08-20
$24.99Unity 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
Scatter Graph is a node based tool to procedurally scatter point instances on a Unity terrain based on user defined rules and filters. The points data is then exported and loaded at runtime to instantiate prefabs following distance based activation/pooling rules (lazy initialization). This means prefabs are instantiated and enabled only when needed without polluting the scene with thousands of GameObjects from the start of the game.

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

Unity price last checked .

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