POPULATION ENGINE for Unity
Populate your cities, dungeons, & roads with hundreds of moving characters…in minutes!
Content Aware: Automatically places population around objects (water, buildings, trees, props, etc…)
Includes advanced NPC motor that instantly powers any character model
No Coding Required / Integration Scripts Included
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MORE DETAILS: View on Asset Store
Web GL Demos
40 Page Manual
FOR NPCs:
Automatically places your characters and vehicles in your scene, around obstacles such as buildings, cars, tables, etc… It then powers your NPCs to move around to simulate a living population. NPCs automatically stop and look at specific objects. You can set up unlimited routes and traffic directions. Includes advanced movement script with Head Look Controller, animations, Mechanim Animation Controller, and free humanoid models for testing.
FOR PROPS & TERRAINS & MORE:
Not just for NPCs! You can generate anything you want - trees, props, rocks, cars, etc… Imagine placing 100 rocks in a forest by hand, making sure they don’t overlap any buildings or people. You can also spawn grass/trees on anything, not just terrain. You can even spawn random sounds.
FOR LEVEL DESIGNERS:
In-editor tools allow you to manually “paint” objects into your scene with a single click. It automatically detects props, tables, rocks, etc… and places your people around them. All without any coding! Effortlessly insert hundreds of objects into your scene.
FOR DEVELOPERS:
Everything here can be done without any coding. If you want more advanced integration, use our simple API. Sample scripts included.
FOR PERFORMANCE:
Generate population only when your player moves into that area.
FOR DUNGEONS:
Spawn enemy waves & set traps (Falling rocks!) when the player walks into a trigger area.
FOR COMPLEX SCENES:
Complex scene? No problem. People always spawn on floors. Birds always spawn on rooftops. Ships always spawn on water. Food always spawn on plates. Plates always spawn on tables. You set the rules & the size of the city. Population Engine automatically generates the rest!
FOR RPGs:
Spawn elves when the player reaches the forest. Spawn dragons in the mountains. 50% chance of being attacked when in the forest. Populate each town with busy people that stop to glance at you. The choice is yours.
FOR PROCEDURALLY GENERATED GAMES:
Making a rogue-like? Want to maximize variation and replay-value? Randomly populate entire cities at runtime that is different each time for your players.