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Simple Procedural Building Generator (SPBG) is a grid based procedural generation tool that allows game developers and designers to easily create buildings for level design and prototyping purposes.
Render pipeline compatibility
The Built-in Render Pipeline is Unity’s default render pipeline. It is a general-purpose render pipeline that has limited options for customization. The Universal Render Pipeline (URP) is a Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. The High Definition Render Pipeline (HDRP) is a Scriptable Render Pipeline that lets you create cutting-edge, high-fidelity graphics on high-end platforms.
Unity VersionBuilt-inURPHDRP
6000.0.26f1
Compatible
Compatible
Compatible
Description

1. Versatile Building Generation

  • Grid-Based System: Create buildings using a flexible grid structure with adjustable width, depth, and height.
  • Prefab-Based Design: Easily assign and configure wall prefabs to create diverse building types, including:
    • Blank walls
    • Walls with windows
    • Walls with doors
    • Roof and ground walls

2. Advanced Procedural Options

  • Floor Customization: Define specific settings for first, middle, and top floors to achieve tailored designs.
  • Dynamic Layouts: Generate uneven floors with varying widths and depths to add variety and realism.
  • Interior Walls: Enable or skip interior wall generation based on predefined rules and probabilities.
  • Configurable Randomization: Control probabilities for doors, windows, roof objects, and ground objects to introduce variability.

3. Performance Options

  • Static Batching: Optimize rendering by batching walls and addons into fewer draw calls.
  • Mesh Combining: Merge multiple wall meshes for enhanced performance while retaining flexibility.
  • Custom Collider Options: Automatically add box colliders to combined meshes or specific wall types.

4. Enhanced Material and Object Management

  • Material Customization: Randomize or specify wall, roof, and door materials for unique appearances.
  • Object Placement: Place objects like antennas or decorations on roofs or ground surfaces with adjustable rotation and offsets.

5. User-Friendly and Extensible

  • Scriptable Object Configuration: Save and reuse building styles, including prefab assignments, materials, tags, and layers.
  • Custom Inspector: A dark-themed, organized UI makes it easy to tweak settings and manage building generation.
  • Real-Time Updates: Enable generation on editor changes to see immediate results as you tweak settings.
  • Open Source Code: Source code is provided for extensibility.

6. More Features & Improvements Coming

  • Updates & New Features: I will update and provide new features based on your feedback as well as refactor the code for better extensibility, readability and performance.
  • New Procedural Generation Techniques: I will add better procedural generation methods.
  • Different Building Shapes: I will add the ability to create more interesting shaped buildings.

Perfect For:

  • Game developers prototyping levels.
  • Designers creating cityscapes or environmental assets.
  • Anyone looking for a simple, flexible, and performant building generation solution.
Technical details
  • Building Generation Styles:Customizable generation styles for buildings, allowing a variety of looks based on settings or parameters.
  • Uneven Floors:Option to generate floors with uneven width and depth, offering more variability in the building layout.
  • Customizable Materials:Ability to apply different materials to walls, floors, ceilings, and other building elements for varied aesthetics.
  • Roof and Ground Generation:Option to create roofs and ground floor.
  • Interior Wall Generation:Logic for placing interior walls within rooms, allowing flexibility in the division of space.
  • Procedural Wall Placement:Conditional logic for placing walls based on room layout, generation flags, and type of wall (e.g., outer vs. interior).
  • Inner and Outer Wall Generation:Differentiates between inner and outer walls with unique generation rules for each.
  • Wall Sharing Between Rooms:Optimized wall sharing logic between adjacent rooms to avoid redundant walls, reducing the overall complexity of the building structure.
  • Conditional Wall Generation:Walls are generated based on certain conditions, such as floor type, and specific flags controlling the generation process.
  • Open Source Code: All the scripts are included.

Supported OS : Windows

Link to documentation : https://docs.google.com/document/d/1R-iyAG5Laez3y3y1PbWKu65UgJT_iSRpLRCT9hOGhPA/edit?usp=sharing

Simple Procedural Building Generator

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