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Beta Programme

Thank you for joining the Infinio beta. You’re getting early access to a procedural generation framework for Unity that lets you build your own scatter tools, mesh generators, and dynamic content systems - without writing a line of code.

This page covers everything you need to get started and stay in the loop.


Dates

The beta opens Friday 25 September and runs through to Monday 12 October: just over two weeks.

Dedicate as much or as little time as you like, any contact and feedback would be great. If all you manage is an hour with the Getting Started guide, that is a useful beta.

One entirely optional note: 11 October is my birthday, and the beta’s last weekend lands on it. If you have been meaning to sit down with Infinio and not got to it yet, that weekend would be a lovely time to do it. Any precious attention and an honest opinion is a fantastic present.


What you’re being asked to try

An example node graph

Infinio is a graph-based PCG meta-framework built specifically for Unity. You build a procedural tool in a node graph, and the result is a self-contained scene component a designer can tune with custom inspectors, sliders and scene handles - no code or graph editing required on their end.

For this beta we’re asking you to:

We’re not asking you to build a complete tool from scratch unless you want to. Getting through the first graph is the goal.


What’s in the box but not in this beta

Runtime world streaming. The package includes a chunk streaming system (Infinio.Chunk) for graphs that generate an endless world around a moving camera. It works, but it is a code-only API — there is no scene component, no inspector, and no example. You construct it yourself in C# and draw the geometry it hands back.

Two things will look like bugs if you go looking: scatter is generated per chunk with no knowledge of its neighbours, so points can crowd or thin along chunk borders, and a graph’s exposed parameters read their authored defaults in every streamed chunk rather than varying by position.

It is not part of what you are being asked to try, and it will not be supported during the beta window. Details on the Known Issues page. If endless-world generation is the reason you are here, say so in Discord — that is useful to know.


Requirements

  • Tested on Unity 6000.0 LTS (6000.0.72f1). Unity 6.3 LTS is not yet tested: it should work, and telling me either way is genuinely useful. Unity 6.5 and newer are not supported in this beta: Unity’s own migration docs say the obsolete InstanceID APIs become compilation errors from 6.5, and Infinio calls one of them in its runtime assembly. Full detail on the download page. The NodeGraphProcessor package is vendored in the .unitypackage.
  • Windows or macOS. Linux is not tested for this beta.
  • URP required. The beta must be imported into a Universal Render Pipeline project. Burst, Collections and Mathematics reach the project as dependencies of URP, and the example shaders are URP-only. The runtime itself is pipeline-neutral, but the install path is not.
  • A network connection for the first import. Package Manager fetches Burst, Collections and Mathematics from the Unity registry when the project is created. Everything after that works offline.

Installation

  1. Download the .unitypackage from the beta download page (the same link that was in your invite email).
  2. Open a Unity 6 LTS project (or create a new one with the URP 3D template). Nothing else needs installing — Burst, Collections and Mathematics come in with URP.
  3. Assets → Import Package → Custom Package… and select the downloaded file.
  4. Click Import All. Unity will compile the package - this takes 30–60 seconds on first import.
  5. To confirm the editor is working, open any example graph: find one under Assets/Infinio/Examples/, and double-click the graph asset - the one with the Infinio graph asset icon icon.

If Infinio stops compiling later on, with a wall of errors about Unity.Mathematics, Unity.Collections or Unity.Burst not existing: URP has been removed or the project’s packages have been reset, and those three went with it. Re-add URP, or add com.unity.burst, com.unity.collections and com.unity.mathematics by name in Package Manager (Window → Package Manager → + → Install package by name).

Open the graph editor from Window → Infinio → Graph Editor, or by double-clicking any Infinio graph asset in the Project window. Help, docs, and support links are under Help → Infinio. Maintenance commands live under Tools → Infinio. Create new graphs via Create → Infinio Graph in the Project window’s right-click menu.


Binary format and updates

Infinio compiles your node graphs into a binary format that is executed by a Burst evaluator, either in the Unity Editor or at runtime. When a format change ships during the beta, the editor automatically re-compiles your graphs the next time you open or re-save them, and the runtime accepts previous versions of compiled Infinio binaries, so a build update will not break your existing graphs. Any change that could cause wire loss will be announced before it ships, not applied silently.

If you see a “graph binary format … is below the required minimum” message after an update, re-open the graph asset and re-save it. That is the complete recovery step though you’re very unlikely to see this during beta.


Updating to a new build

Updates are announced in [channel to be named] on the Discord server, and by email to the address your invite came from.

To install a new build cleanly:

  1. Keep any graphs you have authored outside Assets/Infinio. Your own Assets/Scripts, Assets/MyGraphs, or any folder that is not inside Assets/Infinio is safe.
  2. Open an empty scene (File → New Scene → Empty) before deleting the old package, so the editor is not holding references to Infinio assets.
  3. Delete the entire Assets/Infinio folder.
  4. Import the new .unitypackage (Assets → Import Package → Custom Package…).

Your graphs recompile automatically on the next open or save; you will see this as a version-control diff on the compiled sub-assets. Scatter placement results may shift slightly between builds as node logic is refined.

If you import over the old build instead of deleting first: the project compiles cleanly, but every Infinio graph asset will show the generic ScriptableObject icon rather than the Infinio graph asset icon icon. This is a Unity asset-database quirk caused by the icon file moving between builds; it has no effect on graph behaviour. The clean-install steps above resolve it.


Response expectations

This is a private beta with limited testers. I read every report. In-editor reports do not carry your name or contact details, so to get a reply, post the report id you are shown into #bug-reports, or reply to your invite email.


Want a hand getting started?

I am happy to jump on a quick call. Onboarding, a walkthrough of your first graph, or just answering questions live while you have Infinio open, whatever is most useful to you.

There is no minimum bar of preparation: “I installed it and I do not know what I am looking at” is a perfectly good place to start from.

Message me on Discord - DM me or say so in #chat - and we will find a time. Voice on Discord, or a screen share if you would rather show me than describe it. 10 minutes is probably plenty, and it can be shorter or longer!


Where to report

Bugs and feedback both go through the Reporting & Feedback page, which covers the Discord channels, the in-editor bug reporter, the report template, and what happens to your graph if you attach it.