Procedural city in Unity?

It would be good if there is a CityEngine plugin or something like that for unity or better if they will integrate this inside unity. However im no coder but i really want something like that . So if anyone whos good at programming and interested into this please lemme know. If you make that plugin , ill definitely buy it :-D.

theres a city engine sdk i found on the web:

https://github.com/Esri/esri-cityengine-sdk/blob/win64/license/EULA.pdf

Have you checked the asset store? A procedural city builder is way too specific for Unity to implement. However, a procedural generation system attached to the terrain tool isn’t a bad idea. Something that can distribute random prefabs using a variety of algorithms perhaps.

It’s not something you can’t do yourself though, with a little research.

http://www.sidefx.com/index.php?option=com_content&task=view&id=2695&Itemid=391 + http://www.sidefx.com/index.php?option=com_content&task=view&id=2611&Itemid=393 will give you something to start with, there are also examples of procedural cities done in Houdini out there, but nothing specifically for the Unity plugin, though technically there isn’t a reason it shouldn’t work.

Got access to 3ds max 2011? Then get ahold of ghostTown city generator, this link takes you to more info on it:

http://www.kilad.net/GTForum/

Of course this can’t directly be edited in unity, but it’s pretty solid tool for city generation.

what so bad about being too specific? isnt speedtree too specific, too? and it will come to unity soon enough
anyways, i checked the asset store and it was no good its just some models you cant edit in realtime
Buildr is good but its a building specific cant make roads though .:slight_smile:

Try out the Houdini engine stuff. It’s free for now and it works in the Unity editor.

Speedtree does much more than just procedurally generate trees. It allows you to create entire forests of flora with sensitivity to wind zones. A lot of games can use highly optimized flora. Only a few very specific games need very specific procedural building population. In the vast majority of games, structures are either placed by the level designer or the player.

There’s an asset called BuildR which procedurally generates buildings, and does a pretty nifty job of it too. It’s a solid step towards what you’re after.

What about this?