Compatibility and limitations
Announced V1 scope
The release targets Unity 6000.2 or later with Universal Render Pipeline
(URP). Unity 6000.2 uses URP 17.2.0; select the URP version supplied for
later Unity Editors. The recorded reference Editor is 6000.2.13f1.
Unity documents this Editor-matched package policy in its
URP requirements.
The runtime platform targets are Windows, Android and iOS. The publisher
also reports the tool working in the macOS Editor. This editor-host report
does not add macOS Player to the announced runtime platforms. Linux, WebGL,
other runtime platforms, Built-in and HDRP are outside the V1 support scope.
Recorded verification
| Configuration |
Recorded status |
| Unity 6000.2.13f1 / URP 17.2.0 / Windows Editor |
Native generation, saved-content, prefab, Editor and rendered checks are recorded. |
| Unity 6000.4.1f1 / URP 17.4.0 / Windows Editor |
Targeted shader checks and actual four-biome captures in Forward and Deferred are recorded. This is not a full-package certification. |
| macOS Editor |
Working use reported by the publisher; no new automated macOS run is claimed here. |
| Android / iOS devices |
Announced runtime targets; physical-device validation is not recorded in the supplied release evidence. |
| Final exported archives and Players |
Require results tied to the exact submitted archives and target devices. Editor checks do not certify these files. |
The eight shaders have Windows Direct3D 12 Editor rendering checks in Universal
Renderer Forward and Deferred. Historical Built-in/Windows checks remain
historical evidence. Later Unity versions belong to the target range, while
the verification table lists the exact tested configurations. No new build or
archive export is performed by this documentation update. See URP setup.
Included content
Core supplies the generator, Editor tools, shaders, manuals and all shared Art:
Forest, Tropical, Snow and Autumn source models, textures, materials,
configured prefabs and reference biome settings. The optional Starter supplies
Examples and independent editable biome settings linked to Core/Art. Other enum
values remain available for user-authored BiomeSetting assets; no presets or
art for those extra types are advertised as included.
Two scenes demonstrate procedural and color-coded image generation. Eight
pre-generated map prefabs cover 1v1, 2v2, 3v3, four-player FFA and six-player
FFA, with a full MapGenerator definition and a portable saved recipe on each
root. The source models stay shared. Gold/oil resource cubes are replaceable
gameplay placeholders. See Starter installation.
The tool exposes terrain and logical grid data. Units, combat, networking,
economy, fog of war, team assignment and navigation integration belong to the
host game. The MapEditor module is outside this release; color-coded image
import remains included. No external authoring-tool account or subscription
is required at runtime. A* Pathfinding is optional and is not included.
Water, vegetation and saved content
The four water styles belong to the four supplied biomes. Add
StylizedWaterDepthCamera to a gameplay camera and enable the URP depth/opaque
inputs. Copy Depth Mode must be After Opaques or Force Prepass for
transparent water. Rendered vertex waves leave the saved CPU geometry,
colliders and strategic water levels unchanged. See Water rendering.
Terrain retains authored stylized lighting with URP main-light shadows and
fog. It is not a replacement for a project's full PBR lighting stack. Assign
compatible materials when integrating custom lighting. Legacy pipeline
branches remain in the source without expanding the announced V1 support.
MapDataContainer stores supported prefab placements and variants compactly.
Visible ordinary prefab-linked objects are reconstructed in Edit Mode;
GPU instancing is restricted to Play Mode. Packing preserves the shared
materials, source models, layers, transforms, ground tint and supported collider
state. Unsupported gameplay overrides remain ordinary saved objects.
Procedural terrain and water meshes use EmbeddedMeshFilter for persistence.
See packed maps and grass details.
- Map sizes range from 30 to 200 cells per side. Small maps can lack room for
requested expansions; the generation diagnostics report that capacity limit.
- Runtime generation is synchronous. Generate during a loading phase for larger
maps and use ProceduralMapGenerationResult to initialize the host game.
- Tune map size, props, grass and shadows for each target device. Platform
targeting is not a fixed frame-rate or low-end mobile performance guarantee.
- PNG screenshot capture requires a graphics device. Headless generation does
not provide rendered screenshots.
- Image-import textures need Read/Write enabled. Terrain, water and collision
share fitted contours and coastal overlaps without changing logical water coverage.
- The module declares standard Unity image-conversion, JSON, physics and IMGUI
modules. URP must be installed/configured for the announced release visuals;
no cross-version URP pin is added to the Core manifest.
Optional integrations
- A* Pathfinding is detected through reflection when installed; it is not required.
- SOROLIF_RTS_INTEGRATION is disabled by default and requires the matching host framework.
- SOROLIF_MAPGEN_VERBOSE_LOGS enables detailed generation diagnostics.