Hyper Light Studios
v1.0.1Unity 2021.3+Last updated: Feb 2026

Overview

1. Getting Started

Requirements

  • Unity 2022.3.62f3+ (LTS recommended, also supports Unity 6)
  • Universal Render Pipeline (URP) — PileGen's shader requires URP

Installation

  1. Import the PileGen package from the Asset Store
  2. The package installs to Assets/HLS/PileGen/
  3. No additional setup required — all dependencies are self-contained

Folder Structure

Assets/HLS/PileGen/
├── Data/              # Built-in presets, lathe shapes, compound profiles
│   ├── CompoundShapes/
│   ├── LatheShapes/
│   ├── Presets/       # 30+ ready-to-use pile profiles
│   └── ShapePresets/
├── Documentation/     # This handbook
├── Editor/            # Custom inspectors, tools (editor-only)
├── Materials/         # Pre-configured materials for each preset
├── Runtime/           # Core scripts (generator, profiles, placement)
│   └── Generation/    # Mesh generation, deformation, placement solver
├── Samples/           # Demo scene
└── Shaders/           # PileGen_Triplanar shader + includes

2. Your First Pile

Step 1: Create a Generator

Option A — Menu: GameObject > 3D Object > PileGen > Pile Generator

Option B — Component: Select any GameObject → Add Component → PileGen/Pile Generator

Option C — Spawn in Scene (fastest): Select a Pile Profile asset → open the Scene Actions section → click Spawn in Scene. This creates a new generator where your Scene View camera is looking, auto-assigns the profile, and generates immediately.

Option D — Quick Preset (no profile needed): Assign a Shape Preset to the Quick Preset slot and click Generate. This bypasses the need for a full PileProfile, ideal for quick testing any single shape.

Step 2: Assign a Profile

A Pile Profile defines what gets generated — shapes, layers, materials, and placement rules.

  • Use a built-in preset: browse Assets/HLS/PileGen/Data/Presets/
  • Or create your own: Assets > Create > PileGen > Pile Profile

Drag the profile into the Generator's Profile slot.

Step 3: Generate

Click Generate in the inspector. Pieces appear around the generator's position.

Pile Generator — Generation Tab The Pile Generator inspector: Seed & Settings, Placement overrides, and action buttons.

Step 4: Settle (Optional)

Click Settle to run a physics simulation. Pieces fall, collide, and stack naturally.

Step 5: Adjust

  • Change the Seed for different arrangements
  • Click Randomize to roll a random seed and generate immediately
  • Use the Seed History buttons to revisit previous seeds
  • Adjust Radius Override and Max Height to control the pile's footprint
  • Use Count Multiplier and Scale Multiplier as global overrides

Step 6: Bake (Optional)

Open the Bake tab and click Bake Pile to finalize. This combines meshes, generates LODs, and optionally saves a prefab.