Getting started with Mythic Realm
Mythic Realm generates a seeded, endless open world for Unity 6 and URP: eroded terrain with rivers, lakes and waterfalls, a climate that places biomes, forests, rocks and grass, wildlife, day and night with weather and sound, and a tool that bakes any part of it into a Unity Terrain. This page takes you from an empty project to a world you can walk in, then to your own scene. The Manual covers every feature and the API reference what a game calls.
1. Requirements #
- Unity 6000.3.27f2 (the 6.3 LTS) or newer, through 6000.6 (6000.6.8f1 or newer there). These are the releases with Unity's fixes for the eMudhra and Brotli security advisories of October 2026, which Unity asks every project in development to take.
- The Universal Render Pipeline (URP 17.3 or newer: the version your editor brings). A project made from the Universal 3D template is ready as it is. In any other project, assign a URP asset in Project Settings > Graphics and in every Quality level. Forward, Forward+ and Deferred all work, with SSAO and depth priming.
- Windows is verified (Direct3D 11 and 12, Mono and IL2CPP); macOS, Linux and Steam Deck are expected to work but not verified; mobile, WebGL, XR and consoles are not supported. See Platforms.
- The package uses these built-in modules, which must stay enabled: audio, image conversion, IMGUI, JSON serialize, particle system, physics, terrain and terrain physics. The Input System package is optional: both input systems work.
2. Install #
- Open Window > Package Manager, choose My Assets, find Mythic Realm and press Download, then Install (or Import).
- URP is installed with it if the project does not have it yet.
To update, select Mythic Realm in the Package Manager and press Update. Your profiles, bakes and scenes are kept.
3. Check your setup #
Open Tools > Mythic Realm > Check Setup. The window checks the URP asset, the shader references, input for the demo controls, that your scene has a viewer, the colour space and shadow distance, a second sun and the terrain colliders' layer. Each line says what is wrong and why; where one change fixes it, press its button (Switch to Linear, Set to 250 m, Turn off the others, Use Default). Tips are recommendations, not problems.
4. Walk around the demo #
- In the Package Manager, select Mythic Realm, open Samples and press Import next to Demo scene.
- Open
Assets/Samples/Mythic Realm/<version>/Demo scene/Demo.unityand press Play.
The scene holds one object with a WorldDemoRig, which makes the camera, sun, sky and world when Play starts (so the Game view is empty before that). You start above dry land.
| Key | Does |
|---|---|
| W A S D | move |
| right mouse button (hold) | look |
| Shift | go faster |
| Space / Ctrl | climb and sink when flying; Space jumps when walking |
| F | switch between flying and walking |
| E | harvest the animal, mine the rock or fell the tree in front of you |
| Tab or F1 | hide the panel and lock the mouse |
| F12 | save a screenshot (Shift+F12 at twice the size) |
The panel on the left changes the world live: the seed, the world style, the weather and time of day, grass, distant land, quality and more. What you change in Play is gone when Play stops, unless you press Save to profile.
5. Try a world style #
Five ready-made worlds, one click each: Temperate (the default), Alpine, Archipelago, Desert canyons and Frozen north. In Play, pick one under World style in the panel. Outside Play, select DemoProfile (next to the Demo scene) and use Apply world style at the top of its Inspector.
6. Put the world in your own game #
Import the Integration sample. It is the starting point for a game: a WorldManager (the world), a WorldEnvironment (sun, sky, weather and sound) and a first-person player on a CharacterController (IntegrationPlayer.cs, a short script to copy) that waits for the world, spawns on good ground and never falls through it. There is no demo rig, panel or prompt.
To set up a scene of your own by hand:
- GameObject > Mythic Realm > Streaming World adds a
WorldManager. It streams around your camera (Camera.main, or set Viewer). - GameObject > Mythic Realm > World Environment adds the sun, sky, fog, weather and sound. It drives the scene's directional light as the sun and moon.
- Give the
WorldManagera World Profile (Assets > Create > Mythic Realm > World Profile) to keep your settings. - Spawn your player when the world is ready (
WorldManager.WhenReady) atFindSpawnPoint. Building a game on it explains the rest: colliders, events for placing things as chunks load, saving, and freeing the world.
7. Bake a region into a Terrain #
- Make a new, empty scene (not the Demo scene, whose streamed world would draw over the bake).
- Open Tools > Mythic Realm > Terrain Generator (the window is titled Mythic Realm).
- Load
DemoProfileor pick a style, press Nearest dry land, then Generate Terrain.
A 500 m square takes about a quarter of a minute. The assets go to Assets/MythicRealmGenerated, and you can sculpt and paint the Terrain like any other. An empty scene has no camera: look at the bake in the Scene view.
8. Build #
File > Build Profiles, add your scene to the Scene List and build. Nothing else is needed: the package keeps its shaders through Runtime/Resources/MythicRealmShaders.asset. A World Profile used at runtime must be assigned in the scene or sit in a Resources folder.
Troubleshooting #
- Pink terrain or water. The current Quality level has no URP asset (Project Settings > Quality).
- Keys do nothing. Active Input Handling is set to the Input System, but the Input System package is not installed. Install it, or set Active Input Handling to Both. Check Setup says so too.
- The scene's Directional Light turns with the day. A
WorldEnvironment(which the Demo Rig adds) drives the scene's sun as the sun and moon, and makes one only when the scene has none. - Shadows end close by. That is your URP asset's shadow distance. The pictures use 250 m, two cascades with the first at 12%, HDR and MSAA 4x.
- Colours differ from the pictures. The pictures are taken in Linear colour space (Project Settings > Player), as new Universal 3D projects use, with the camera's post-processing on. In a Linear project the environment adds a light look of its own (neutral tonemapping and a grade on a global volume) unless your scene has a global volume.
- Nothing appears in the Game view of the Demo scene. Press Play: the demo makes everything at start.
Questions and bug reports: see the support address on the Asset Store page.