unity-procedural-gen

Translate procedural generation design patterns into Unity C# code.

24|5|Updated Mar 10, 2026
One-click install
npx skills add https://github.com/Nice-Wolf-Studio/unity-claude-skills --skill unity-procedural-gen
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-procedural-gen
Source: https://github.com/Nice-Wolf-Studio/unity-claude-skills/tree/main/skills/unity-procedural-gen
Command: npx skills add https://github.com/Nice-Wolf-Studio/unity-claude-skills --skill unity-procedural-gen

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) components.

What problem does it solve?

This Skill bridges the gap between high-level procedural generation design concepts and their implementation in Unity, ensuring generated content is controllable, reproducible, and meets designer constraints.

Core Features & Use Cases

  • Noise-Based Generation: Create natural-looking terrain and placement using tunable noise functions.
  • Tile & Grid Systems: Implement rule-based placement on grids with custom tile definitions.
  • Dungeon/Room Generation: Design algorithms for procedurally generating interconnected rooms and corridors.
  • Seed & Reproducibility: Ensure all generated content is deterministic for a given seed.
  • Content Budgeting: Enforce designer-defined constraints on content quantity and rarity.
  • Runtime vs. Baked Generation: Support for both editor-time asset baking and runtime dynamic generation.
  • Use Case: A game designer wants to create a unique dungeon layout for every playthrough. This Skill allows them to define parameters like room size, density, and corridor style, and then generate a new, playable dungeon each time based on a specific seed.

Quick Start

Use the unity-procedural-gen skill to generate a dungeon layout using a provided DungeonConfig asset.

Frequently Asked Questions about unity-procedural-gen

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I generate deterministic dungeon layouts in Unity?

Dungeon generation in Unity is made deterministic by using a SeededRandom class and a seed value, ensuring that a specific seed always produces the exact same interconnected rooms and corridors layout reproducibly.

Can I configure procedural terrain noise using ScriptableObjects in Unity?

Yes, noise-based procedural generation is configured using Unity ScriptableObjects, allowing designers to define and tune noise parameters for natural-looking terrain creation directly within the editor without modifying code.

What is the difference between runtime and baked procedural generation in Unity?

Baked procedural generation creates static assets at editor-time, while runtime generation dynamically creates content during gameplay; this Skill supports both strategies through a flexible IGenerator interface for deployment.

How do I enforce content budgeting limits during procedural generation?

Content budgeting enforces designer-defined constraints on quantity and rarity during procedural generation, ensuring that generated items, rooms, or entities strictly adhere to predefined allocation limits.

Does Unity procedural generation work with custom tile and grid systems?

Yes, procedural grid generation supports rule-based placement using custom tile definitions, allowing developers to implement specific placement logic and constraints on tile-based maps.

Why are my procedurally generated levels different every time in Unity?

Procedural generation becomes non-deterministic if a random seed is not explicitly set or tracked; utilizing a SeededRandom implementation ensures generated content remains reproducible for a given seed.