City Generator is a procedural city creation tool built in Unity. It provides foundational architecture for generating city layouts, building placements and environmental blocks within a Unity project. This system can be extended for games, simulation environments, visualization tools, or procedural content workflows.
The goal is to give developers a reusable base for generating scalable urban environments that integrate well with gameplay or scene design tools.
- Generates street grids and block layouts
- Modular building placement
- Configurable city dimensions
- Supports iterative refinements
- Built entirely in Unity C#
- Extensible components for:
- City logic
- Tile generation
- Scene population
- Easily run generation tools from the Unity editor
- Designed for rapid prototyping and testing layouts
git clone https://github.com/HTANV/City-Generator.git
cd City-Generator- Open Unity Hub
- Click Add → select project folder
- Use a Unity version compatible with your setup (2020 LTS or later recommended)
- Open sample scene (if included) under
Assets/Scenes - Press Play in Unity Editor
- Trigger generation via UI or script
City-Generator/
├── Assets/
│ ├── Scenes/ # Example or test scenes
│ ├── Scripts/ # Core generator algorithms
│ ├── Editor/ # Editor tools & helpers
├── CityGenerator.sln # Visual Studio solution
├── ProjectSettings/ # Unity project settings
├── Packages/ # Unity package manifest
└── README.md # This file
| Feature | Description |
|---|---|
| Language | C# |
| Framework | Unity |
| Procedural Logic | Modular generation blocks |
| Platform | Windows / macOS / Unity Editor |
| Primary Use | Game & environment prototyping |
A typical city generation workflow involves:
-
Define City Parameters Set bounds, density, and building seed values.
-
Generate Street Layout Use grid or procedural rules to map road networks.
-
Populate Blocks Place buildings and props based on block segmentation.
-
Post‑Processing Add details like lighting, landmarks, or environment features.
This pattern enables flexible expansions — from simple grid cities to complex, rule‑driven urban scenes.
- Open‑world game development
- Urban simulation and testing
- Procedural content research
- Dynamic scene creation for film or VR
- This repository is a foundational base and may require extensions for full production workflows.
- No published releases at the moment — this is source code first.([GitHub][1])
Contributions are welcome! You can help by:
- Adding new generation algorithms
- Improving editor tooling
- Creating demo scenes
- Extending visualizations
Submit PRs or open issues on GitHub.
City generation techniques include grid systems, procedural block placement, and rule‑based patterning used widely in game dev and simulation workflows.([GitHub][2])