Actually, I'm working on this. a first version of CScape could do this in easy way - just drop a prefab from folder into a scene. But this behaviour had some problems when you use buildings that have attached objects like rooftops, advertisingss or balconies. You can use it in this manner also now, but you will have to cope with some issues that I will explain. Cscape requires that a Cscape City object is present in a scene. And this will not change (because it gives some flexibility in workflow - having objects organized by their importance, instead of their hierarchy is a best way to have a maximum controll (by simle activating or deactivating a class of objects) of every possible optimization). right now, as I've mentioned, there are some issues whit drag and dropping prefabs into a scene. This is for some poor coding (poor, because I was concentrated on other functionlity), and if you click on a prefab in a folder,it will create objects in a scene without using correct hierarchy. So, a correct usage to avoid this problem is: -add a cscape city into a scene -Drag and drop building prefab into a object Buildings -Delete all objects generated by Cscape (should be the last ones in scene hierarchy). This will reinitialize al those objects to a correct way of functioning. Another way of using it as you would like is by using this trick: -Create Cscape City object. -go to Cscape randomizer settings and set Number of blocks x and z to 1. -Set section division to 1. -Generate city. -now you will have a single city block, and a single building. and this is enough to start. -delete a street object if you don't need it. -select a building to use it as a template. -go to a menu, scape/layout tools/split x or z.. You will end with two buildings in your scene. move the one that you need to a place where you want it. And customize it. -Repeat this action by selectiong always a first building that you are using as a temlate.