CScape City System | Modeling | Unity Asset Store CScape is a next-gen advanced procedural building generator. Main strenght of this plugin is that it uses serious drawcall optimizations. This is done by possibility to use only one one-pass shader/material for a whole city landscape. This resultts in a extremely optimized performance while using Static/Dynamic Batching or Occlusion Culling.
it consists of a:
-advanced customized PBR shader with parallax mapping
-system for using simple building lo-poly template meshes, that can be customized in unity editor.
-support for day-night cycling (animated lights)
-simple city generator (at this stage it places buildings in a volume, but in a future it will have also some possibilities for laying out street maps).
-Al buildings use a sort of fake parallax interiours, so that it gives an impression of complex meshes even in VR.
-In a future, I also plan to release Building Styles Packs, like Sci-Fi city, '20’s New York, Italian city, Cartoon City, Apocalyptic City, Soviet City. First version will include a pack called Megacity.
-If everything goes as intended I also plan to release a CDK (content developement Kit) for artists that want to make their own CScape Styles (and eventually sell them on assetstore).
Due to much request, I plan to release this as an Alpha version with a heavy discount for early adopters.
Yes; you can use single buildings from my system and put them to your scenes, or integrate your own buildings into a city constructor. When you make your city with scripts, you can delete any buildings that you don’t need, move others, and insert your own buildings and assets. Also, there are some scripts that can help you modify your own premade buildings (can’t say that it works with all meshes, but it’s quite simple-yet powerfull. With a time, I plan to include many other features. Right now I’m working on a street layout system and shaders for street surfaces.
As I am developing a VR Project, an important question for me is, if it will be possible to scale the whole thing to match things for VR and my project?
In one vid I saw that the tiling of the skyscraper textures will be controllable, but will scaling be possible seamlessly also for the meshes and the roads (+props)?
Evertything here is VR campatible (my main concern is always VR) and that means that a city is real world scaled (1 meter = 1 unity unit) so that it looks natural in VR. I’m using a unit of 3 meters as a standard CScape unit (CScape unit = 3m), as I’ve found that that unit is a best measure for distances (3mt for floor heights, 3mt for street lanes).
As for street lanes, yes, they use a same system for scaling as buildings, so that you can decide how many lanes do you want, and how large is a sidewalk. Of course, for now, this system uses only parallel street configurations. This is one of the limits, but they are there for a good reason - optimization. Actually, any non parallel configuration would have a huge impact on performance, as it wouldn’t allow for many optimizations that are there.