Everything below is generated by the tool โ no hand placement, no baked scene.
Most city generators stop at the silhouette. CityForge keeps going โ so the camera can walk down the street without the illusion falling apart.
Windows are actual openings with real rooms behind them: walls, floors and furniture placed with collision checks. Not a texture trick.
Three calibrated looks with post-processing. At night, lit rooms, neon signs and a real light on every street lamp carry the scene.
Rows, heights, tower and shop ratios, balconies, interior density, parks, street props โ tweak and regenerate from a single dockable panel.
The same seed rebuilds the exact same city on any machine. Commit a tiny profile asset instead of a 100 MB scene.
Shorter shadow distance, fewer probes and optional colliders on buildings, ground and sidewalks โ ready for characters and raycasts.
Original code and shaders plus CC0 (public-domain) assets, fully documented.
Everything lives in one folder: Assets/CityForge.
All shots come straight from the generator โ only the camera was placed by hand.
Same tool, different profile settings โ no extra asset packs.
| Pipeline | Universal Render Pipeline (Unity 6 / URP 17). Forward, Forward+ and Deferred. |
| Generation | Editor-time. Cities are plain GameObjects โ save as scenes or prefabs and ship in any build. |
| Speed | A default city (~58,000 objects) generates in a few seconds with probe baking off. |
| Included | Generator, City Builder window, 3 demo scenes, facade shader, CC0 textures, furniture and props, full documentation. |
| Footprint | Everything in one folder: Assets/CityForge. |
I'm an indie developer working on my own game in Unity. I needed a city for it โ a real one, not a grid of grey boxes โ and the assets I could afford fell apart when the camera got close. So I started writing my own generator.
It grew slowly: punched windows instead of painted ones, then real furnished rooms behind those windows, balconies, shop fronts, street lights that actually light the street. At some point it stopped being a shortcut for my game and became something worth sharing, so I cleaned it up and released it as CityForge.
Everything I publish is something I use myself. I'm one person, so I can't promise huge catalogues or instant updates โ but I can promise honest descriptions, no hidden limitations, and an answer if you write to me.
Questions, bug reports, feature requests โ all welcome. If the generator can't do something you need, tell me; that's how it got this far.