Description
Changelog
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Level prototyping, not modeling. Block out levels with Godot's own CSG nodes: draw rooms in the viewport, check them against your character, play them, and freeze them into meshes you can always turn back into CSG.
- A room in one drag. Drag a base on any surface and the room is built when you let go. Click a wall to cut a doorway or a window. Push and pull faces with arrows, type exact sizes, nudge by grid steps, duplicate along an axis.
- Know it plays before you build it. Dimension labels on every shape, a player reference with your character's jump height and sprint-jump arc, a jump check between any two objects, and a one-click check for slopes that are too steep and ceilings that are too low.
- Walk it right away. Play From Here drops a first-person test character where you're looking. It jumps exactly as high and as far as your player metrics say: the same numbers the checks use.
- Freeze when it's done, unfreeze when it isn't. Finished rooms become plain meshes with collision, and the exact CSG comes back with one click. A 400-primitive level starts about 4× faster frozen, and exports strip the editor data, so frozen blockout costs nothing extra at runtime.
- Stays fast as levels grow. Keep one CSG tree per room and every edit takes about 2 ms, whatever the size of the level (reproducible benchmark included).
- Fits your pipeline. Export to MeshLibrary for GridMap, or send frozen blockout to Blender as .glb and bring the refined mesh back with your Godot materials intact.
- Nothing proprietary. Every shape is a stock Godot CSG node. Turn the plugin off and your scenes stay exactly as they are.
Also included: parametric stairs and ramps, world-aligned grid materials, a blockout outliner with solo and lock, semantic tags with an SVG legend, and Repeater/Spreader for patterns and scattering. Every scene edit is undoable, freezing included. Interface in 7 languages. Godot 4.6+. MIT license.
Changelog for version v3.0.0
2026-10-03 14:42:13
No changelog provided for this version.