After a long and successful Beta I can finally announce that CityGen3D has been released on the Unity Asset Store! You have a great idea for a game, but no environment to prototype it in? With CityGen3D you can select any location in the world and have a 3D scene based off that location in just a few minutes. More than just a real-world terrain generator, CityGen3D can also generate complex road networks and building exteriors with no coding, all from within the Unity Editor. Take a look at this video to see how easy it is to go from a blank scene to explorable 3D environment in just a few button clicks: But what if you want to make changes to the 2D map data before generation. Or even not use OpenStreetMap data and draw your own 2D map instead? CityGen3D is also a fun level design tool that allows you to add/remove/edit 2D map objects before converting the 2D map into a 3D scene. Also, because you can hook up CityGen3D to your own prefabs and textures, you can use it to make all types of project in your very own art style. I'm really excited to see all the great projects you will all make with CityGen3D! Key Features: ☑ Worldwide coverage from OpenStreetMap. ☑ Easy to use interface with no coding required. ☑ High Definition Render Pipeline (HDRP) package with materials and shaders all set up for you. ☑ Import real world terrain heightmaps from NASA. ☑ Perlin Noise heightmaps. ☑ Automatic terrain texturing for different map surfaces. ☑ 2D map editing functionality for custom map creation. ☑ Automatic generation of roads using a combination of procedural geometry, terrain modifications, and decals. ☑ Automatic levelling of terrain for roads and buildings. ☑ Easy to use terrain smoothing. ☑ Procedural buildings with auto LOD levels. ☑ Spawning of roadside prefabs such as street lighting. ☑ Instantiate entities such as post boxes, litter bins, and power towers. ☑ Mesh extrusion for features like railways, fences and guard rails. ☑ Define different biomes to have trees and terrain details automatically applied to terrains. ☑ Water meshes for oceans and lakes. ☑ Built-in support for large environments with scene streaming and world origin shifting. ☑ Some operations multithreaded for faster generation of environments. ☑ Selection of textures & prefabs included and all setup for demonstration in Unity’s built-in renderer. ☑ Fully customizable to use your own textures and meshes, so useful for all types of project. ☑ Call CityGen3D functions from script using the advanced API. ☑ Ever expanding documentation that is freely available to view from the website before purchase. Limitations: CityGen3D is massive in scope and has a lot of functionality. It is already being used by lots of developers for various different projects. However, it's also worth pointing out it's current limitations and where there's scope for future development: It wont generate bridges or tunnels yet, this is a key planned feature for the update cycle but no ETA yet. There's no built in support for traffic. The core CityGen3D product is based around geometry creation. A separate AI traffic and pedestrians module may come later. At the very least, support for a popular third party traffic system will be made available, but no ETA on this either yet. CityGen3D generates scenes within the Editor at design time. It is not for generating scenes on demand at run-time. However large environments can be pre-generated and streamed in at run-time using the built-in scene streaming functionality of the Landscape Manager. URP is not officially supported yet, but a URP package should be available soon in a future update. (HDRP package is now included in Packages folder inside your download). Although the manual is around 30 pages long, some features are not fully documented yet. Buildings and Map Editing in particular are currently being documented more thoroughly as priority. Please see the Roadmap on the website for more information regarding future plans, and let me know if you have any feature requests.