Skip to content

Examples

These are tools built with Infinio, from small graphs that each teach one idea through to complete trees, buildings and bridges. Each section says what the tool does and gives you one thing to try when you have it open.

Editing an example saves over it straight away, and there is no undo at the asset level. Select it in the Project window and press Ctrl+D to duplicate it into your own folder before you change anything.


Super Simple Examples

The Super Simple examples each convey one basic idea, such as nesting graphs or copying geometry. They are grouped into eleven folders, roughly in the order worth working through them:

  1. Parameters and Tool-Authoring Basics - The Simplest Graph, Sized Cube, Random Cube, Math Between Wires
  2. Transforms and Copies - A Simple Copy, Move Rotate Scale, Ring of Copies, Tower
  3. Shape from Nothing - Blob, Soft Cube, Star Plate, Lathe a Vase
  4. Deform - Bent Bar, Twisted Column
  5. Boolean - Window Hole, Rounded Dice
  6. Scatter - Dots on a Plane, Natural Scatter, Clustered Scatter, Only on Flat Ground
  7. Splines and Paths - Fence Line, Swept Pipe
  8. Surface and Appearance - Box-Mapped Crate, Snowline
  9. Bring Your Own Mesh - Decorate an Import, Sliced Model
  10. Structure and Generators - Dungeon Floor, First Plant, Voronoi Tiles
  11. Shipping-facing Concepts - Solid Object, Branching Graph

Each one is a small graph that teaches a single idea, so open them in the graph editor rather than dropping them straight into a scene.


Bookcase

A generated bookcase, its shelves filled with chaotically stacked and leaning books

A completely generated bookcase, from single books up to rows of chaotically stacked tomes on shelves.

Scene: Assets/Infinio/Examples/Bookcase/Bookcase.unity

One thing to try: Adjust the shelf count or book density in the Inspector and watch the shelves fill differently.


Building

A generated building raised from a footprint drawn in the scene

A whole building generated from a footprint you draw in the scene. The outline drives an offset polygon, walls are built along its edges from a wall-unit subgraph, and a flat, hipped or mansard roof caps it off. It is the best example of nesting graphs inside graphs (the building graph calls a wall graph, which calls a wall-unit graph) and of driving a result from a scene handle rather than a slider.

Scene: Assets/Infinio/Examples/Building/Building Example Scene.unity

One thing to try: Drag the footprint handles in the scene to reshape the building outline and see the walls and roof update live.

See Using a tool in the scene for the handle gestures.


Custom Nodes

For node-extension programmers. A code-only example showing how to add your own Burst-compiled nodes to the graph palette from outside the Infinio assemblies: a scalar filter node (ScatterProximityFilterNode) and a polygon-output node (SuperformulaShapeNode) that draws superformula shapes. It covers the Runtime/Editor assembly split, registering the node for both the editor and player builds, and branding your pack in the palette. The folder’s README.md walks through copying it into your own pack.


Dungeon

A generated rooms-and-corridors dungeon layout
A generated organic cave dungeon

Two dungeon generators: a classic rooms and corridors layout, and a more organic cave space. Both show categorised spawns, which can be filtered.

Scene: Assets/Infinio/Examples/Dungeon/Dungeons.unity

One thing to try: Adjust the room count or room size parameters in the Inspector to scale the dungeon layout up or down.


Palm Tree

Four generated palm trees

The first complete graph built with Infinio. It works out ideas that apply to any foliage, such as a basic wind system using vertex colours, and subgraphs for building up complexity. It also puts deform nodes, nested subgraphs and loops to work together.

Scene: Assets/Infinio/Examples/Palm Tree/Palm Trees.unity

One thing to try: Adjust the trunk height or frond count in the Inspector to change the tree silhouette.


Programmer Quick Start

For game developers rather than tool authors: a small script that drives a graph’s parameter from code every frame.

Scene: Assets/Infinio/Examples/ProgrammerQuickStart/Programmer Example.unity

Walkthrough: the Programmer Quick Start page takes you through it step by step: what you should see, what each line of the script does, and how to point it at another graph.


Rock

Four generated rocks

A simple one: deform nodes turn a single graph into a whole range of rock shapes.

Scene: Assets/Infinio/Examples/Rock/Rock.unity

One thing to try: Change the seed value in the Inspector to cycle through different rock shapes, or adjust the noise scale for rougher or smoother results.


Rope Bridge

A generated rope bridge

A simple in-scene tool for a level designer: set the start and end points, the sag and the width, and the bridge builds itself between them. It can also be generated at runtime by setting those values from code. See the Programmer Quick Start for the Set and TryEvaluate pattern; the parameters to drive are the start point, end point, sag and width.

Scene: Assets/Infinio/Examples/Rope Bridge/Rope Bridge.unity

One thing to try: Drag the start or end point handle in the scene to reposition the bridge span, or adjust the sag parameter in the Inspector to change how much it droops.

See Using a tool in the scene for the handle gestures.


Stairs

A generated concrete pedestrian staircase with metal handrails following a spline

The Stair from Spline node is built to cover most stair use cases in level design. A designer plots a spline in the scene and a staircase is generated along that path. This example uses a traditional pedestrian walkway with metal railings, whose paths are offset from the main staircase.

Scene: Assets/Infinio/Examples/Stairs/Stairs.unity

One thing to try: Drag the spline control points in the scene to reroute the stair path, or adjust the step width and rise in the Inspector.

See Using a tool in the scene for the handle gestures.


Wall

A generated dry-stone wall following a curved path

A stone wall that follows a path you draw in the scene. The wall is built from three graphs: Stone Wall lays segments along the path, Stone Wall Segment builds each run of stones, and Stone Wall Stone shapes a single stone.

Scene: Assets/Infinio/Examples/Wall/Wall.unity

One thing to try: Drag the path handles in the scene to reroute the wall, or raise the Detail parameter in the Inspector for finer stones.