I wanted to create a tool to quickly and prcedurally generate mesh inside Unity. I've worked with Substance Designer and inside Unreals Materials and Unity Shader graph to create procedurally generated textures but not for mesh. And whilst dressing environments for Chess Rancher it felt slow and not natural with alot of environments that were built. So using splines I thought it would be good to be able to quickly fill scenes with assets to bring them more to life.
This tool works by assigning prefabs to a list and then giving these a unique set of variables to provide randomness and control over placement, size, rotation etc. By following a spline the objects can be manipulated to add details to scenes.
With added control by marking everything as static, users can set how many of the object they want to appear (up to 1000), placement along the spline, or distance from it, including starting distance, which side of the spline, as well as using curves to influence the distance from the spline. For example if the spline is along side a wall, leaves may gather close to it. By using a curve users can set a rule to have more leaves closer to the spline and wall.
By using the layer system in Unity users can also stop meshes from intersecting and looking wrong. This can be toggled on and off, as well as having full control over the layers for each object in the list.
Rotation and scale can be fully randomised or controlled depending on users needs, and a seed offset can be used to make sure that each object is unique. The spline also has it's own Global seed which means that each spline can be copied and given a different number to quickly create randomness between 2 (almost) identically setup splines.
Video demonstration of how the tool works and how flexible it can be