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.

Runtime and performance

Optional integrations