Overview
WorldBrush — Large-World Object Placement, GPU Rendering & Runtime Streaming
Beta Version: WorldBrush is currently in active development. Features, APIs, workflows, and data formats may change in future updates.
WorldBrush is a Unity toolkit for placing, generating, baking, streaming, and rendering large numbers of prefab-based objects across large worlds.
Key Features
- Brush Placement — Paint, erase, and edit prefab instances directly in the Scene View using reusable brushes.
- Object Palette — Manage prefabs, materials, LODs, impostors, colliders, categories, and placement settings.
- Terrain & GameObject Surfaces — Work with Unity Terrain and collider-backed surfaces divided into manageable chunks.
- Procedural Generation — Populate worlds using Jittered Grid, Random, Poisson Disk, Brush Pattern, and Noise Field algorithms.
- World Baking — Convert authoring data into binary runtime tiles, manifests, and streaming catalogs.
- Runtime Streaming — Load and unload tiles around the player using configurable distance, memory, CPU, and I/O budgets.
- GPU Rendering — Supports RenderMeshIndirect, GPU Instancing, and MeshRenderer fallbacks with multi-material and submesh support.
- LOD & Impostors — Reduce distant rendering cost with mesh LODs, GPU LOD selection, and camera-facing impostors.
- GPU Occlusion — Hi-Z based instance culling without requiring dedicated Unity layers.