OctoShaper Character

OctoShaper

Beta

Node-based procedural generation for Unity.

Download the beta

Download the free OctoShaper beta

The fastest path to the current playable build and future updates.

Beta announcement video

View the devlog post

Core capabilities

One graph, infinite content.

Realtime

What you can build with it.

OctoShaper is aimed at graph-driven environment building, organic systems, reusable placement workflows, and runtime variation that still fits a Unity-native production pipeline.

Featured Use Case One graph driving a visible, production-shaped result

Procedural structures with immediate feedback.

A strong fit for modular buildings, repeatable kits, and graph-controlled variation where designers want to see the structure change as parameters move.

Environment Runtime High variation
Environment

Large-scale structure

Good for buildings, modular kits, or anything where controlled variation matters more than one-off handcrafting.

Organic

Growth & branching

Useful for vines, roots, crystals, and other systems where you want growth rules instead of hand-placing every branch.

Placement

Scattering & sampling

A practical workflow for terrain dressing, mesh-driven sampling, and dense prop distribution from reusable graph logic.

Runtime

Live variation in-game

Use the same graph logic during play mode when you need spawning, variation, or regeneration to react to runtime state.

What that means in practice.

The top-level promise is simple. These details explain the parts of the workflow that matter when deciding whether OctoShaper fits your project.

Runtime + editor

One graph model for both contexts.

Author and preview systems in the editor, then use the same procedural logic during gameplay when the project calls for runtime generation.

Read the runtime generation docs

Realtime visuals

See the result while building.

Immediate visual feedback makes graph editing easier to reason about and keeps iteration loops short while shaping content.

Unity-native workflow

Stay inside the engine.

OctoShaper is designed to be useful inside Unity itself, without asking your day-to-day workflow to revolve around a separate DCC or offline procedural authoring stack.

Lean setup

Small footprint, less friction.

The emphasis is on easier adoption and lower process overhead, so small teams can keep the tool in active use instead of treating it like a heavyweight pipeline commitment.

Responsive iteration

Responsive enough for real iteration.

The goal is short iteration loops: change parameters, inspect the result, and keep moving without procedural authoring turning into a long feedback cycle.

Procedural prefabs

Package reusable procedural setups.

Procedural prefabs make it easier to carry graph-driven assets across scenes and projects without rebuilding the setup each time.

Read what procedural prefabs are

Async or sync

Choose the execution mode that fits the workflow.

Some graphs need deterministic immediate execution. Others benefit from asynchronous work to keep the experience responsive. Supporting both gives the tool more room to fit different use cases without forcing one operating model everywhere.

Read about sync vs async execution