TerrainGen - Infinite Runtime Generation
By GMrrc_Aorou
Rated 0.0/5 from 2 ratings on Unity.
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: $59.99. The latest store price is $64.99.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $64.99 | Latest store price | |
| $64.99 | Unity Permanent Increase 2026-07-15 2026-07-22 | |
| $59.99 | Unity Permanent Decrease 2026-06-25 2026-07-02 | |
| $69.98 | Unity First Price 2026-06-20 2026-06-27 |
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 TerrainGen - Infinite Runtime Generation
- Tools, Systems & Learning > Development Tools & Automation
- Tools, Systems & Learning > Level & World Building
- Theme > Nature & Countryside
The system generates infinite terrain using noise-based algorithms. Terrain loads dynamically around the player or camera position at runtime. Multiple biomes can be created, each supporting custom materials, height multipliers, and surface levels. The terrain is generated automatically with full collision support.
Rivers can be generated with configurable depth, width, and erosion parameters.
Vegetation and objects spawn intelligently based on biome-specific rules. The system supports trees, grass, general objects and far object with different render distances. Spawn probabilities, distances, object limits, and more are fully configurable.
Grass and far object rendering uses Unity's Graphics.DrawMeshInstanced and Frustum culling for high performance. Grass density, height constraints, and surface angle limits are all configurable.
Structures can be placed as prefabs with automatic terrain adaptation. Structures can carve terrain in hollow mode or anchor to terrain height. Spawn rules include spacing, biome restrictions, and unique instance options.
A built-in A* pathfinding system works across the generated terrain. Navigation grids are generated automatically per terrain tile. Walkable surface angles and height constraints are configurable.
Editor tools include a scene creator for quick setup, a terrain preview window for visualization, automatic tag setup, and biome visualization gizmos.
The system is highly customizable and suitable for open-world games, survival games, RPGs, simulation games, and sandbox games. All components are modular and configured through ScriptableObjects and Inspector settings.
Comprehensive documentation with examples is included, along with a demo scene for quick start build in URP and HDRP.