Skip to content

World Toolkit Manual

World Toolkit is a set of world-building tools for Unity: model meshes in the Scene view, draw roads with generated junctions, generate modular buildings, and shape terrain with non-destructive stamps.

Get started Quick Start The World Toolkit Window

Modules

Features

Modelling
Editable Meshes Edit any mesh in place as quads and polygons. Convert existing meshes, or keep their data in .emesh files.
Primitives Draw planes, cubes, circles, cylinders, cones, spheres, tori, arches and free-form shapes in the Scene view.
Spline-based primitives Stairs, tubes and filled surfaces that rebuild when their spline changes.
Selection Vertex, edge and face modes, loops, rings, paths, grow and shrink, filters, hiding and X-Ray.
Transform Pivot and orientation modes, proportional editing, typed values, and extrude while you drag.
Editing tools Extrude, Inset, Bevel, Bridge, Merge, Knife, Slide and Subdivide, previewed before you apply them.
Topology Connect, dissolve, triangulate, poke, fill, grid fill, rip, separate, merge meshes and more.
Deformation Smooth, relax, shrink, fatten, push and pull vertices.
Shapes Cut freeform strokes, lines, ellipses and rectangles into the faces, like a stencil.
Mirror and Subdivision Surface Mirror a mesh across its X, Y or Z plane, or smooth it by one subdivision level.
Normals and shading Flip and recalculate normals, flat or smooth shading, smoothing by angle, hard edges and custom normals.
Cleanup Weld doubles, delete loose geometry, remove degenerate faces and validate the mesh.
Vertex colors Paint vertex colors with a brush, or fill the selection with a color.
Materials Add material slots and assign them to faces.
Modelling Tools search Right-click for a searchable list of every tool, with pinned and recent tools. Repeat the last action with a key.
Automatic UVs UVs generated from the geometry in local or world space, plus lightmap UVs for baked lighting.
UV View Edit UVs by hand: seams, unfold, pack, straighten, gridify, texel density and projection.
Booleans Non-destructive union, difference, intersection and slice, rebuilt in the background.
Decal strokes Lines painted along splines, like lane markings, fitted to the surface below.
Decal areas Patterned fills inside closed splines, like crosswalks and box junction grids.
Splines
Drawing splines Draw knot by knot, freehand like a pencil stroke, or as circles, rectangles, polygons, stars, spirals and springs.
Knot editing Linear, Auto and Bezier knots, edited together in the Selected Knots panel, with split, extract and join.
Path data Several paths per container, and curves or gradients stored along them for other tools to read.
Point Anchors Keep an object attached to a point on a spline, following its position, rotation and scale.
Link Groups Tie knots of different splines together so they always move as one.
Roads
Roads Draw a road along a spline and get its lanes, sidewalks and curbs, or convert existing splines.
Profiles and layers Cross-sections built from layers shaped by 2D profiles, with lanes, layer groups and spline ranges.
Road Rules Keep a road setup in an asset. Roads that use it rebuild when it changes.
Junctions Generated where roads meet, with rounded corners and markings.
Markings Crossings and stop lines at every junction mouth, and markings that continue through junctions.
Road materials URP shaders for asphalt with tire tracks that follow the lanes, and for road paint.
Anchored Connections Attach the end of a road to the side of another road or junction, for driveways and entrances.
City Blocks Fill the areas enclosed by roads with floors that follow the roads around them.
Buildings
Buildings Draw a footprint and get a modular building that regenerates when the footprint changes.
Volumes Stacked or side-by-side blocks, each with its own footprint, floors, walls and roof.
Volume Walls Rows of prefab pieces or procedural shapes, floor by floor, with corners. Start one from a kit of prefabs.
Roofs A profile that closes into hips and ridges on any footprint, with presets, overhangs and eave trim.
Building Rules Reusable building recipes with random floor counts and a live preview.
Building Blocks Split an area into lots and generate a building on each one.
Layout Overlay See and change each side's wall, the corners and the row heights in the Scene view.
Generation checks The inspector lists what went wrong and jumps to the field that causes it.
Baking Combine the generated pieces into one lighter mesh with a collider.
Terrain
Stamps Non-destructive: terrains rebuild from a saved base plus every stamp, so any stamp can move, change or go at any time.
Masks Spline, shape, mesh and collider areas, noise, texture, height and slope fields, combined with blend modes and adjustments.
Height Raise, lower, flatten or clamp the ground toward a spline, a collider or a mesh.
Erosion and Smoothing Smoothing, thermal erosion and hydraulic erosion, seamless across terrain tiles.
Textures Paint terrain layers, for example rock on steep slopes.
Trees Scatter trees with a density, a minimum spacing and random sizes and rotations.
Details Grass, flowers and small meshes from reusable Detail Sources.
Holes Cut openings for caves and tunnels, or close them again.
Stamp Presets Save a stamp's layers and reuse them on new or existing stamps.
Terrain Spline Snap Keep splines on the terrain while stamps change it, also in Play mode and builds.
Spawners
Array Spawner Rows of objects along a spline, like fences, lamp posts and modular walls, from reusable rules.
Area Spawner Copies of an object filling the inside of a spline, like cars in a parking lot.
Workflow
World Toolkit window Every module in one dockable window.
Context tips A Scene view panel that shows what clicks, drags and keys do right now.
Snapping Shared by every tool: grid, increments, vertices, edges, faces, spline knots and colliders.
Rebuild settings Choose, per module, how often rebuilds run while you drag.
Ground Snap Keep objects on colliders and terrains while the ground changes, also in Play mode and builds.
Drop to Ground Place objects or spline knots on the ground in one step.
Camera menu Hold a key in the Scene view to switch between top, left, front and perspective views.
Settings files Export, import or restore every World Toolkit setting, to share them with your team.
Command Line Commands for the Unity CLI that list, check, rebuild, model and render content, for scripts and AI agents.

Need help?