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¶
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Create primitives and edit meshes directly in the Scene view, then unwrap, combine and decorate them.
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The spline system shared by every other module: one set of controls for roads, footprints, stamps and spawners.
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Road networks with layered cross-sections, and junctions generated where roads meet.
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Modular buildings from a footprint and a set of rules, one at a time or a whole block of lots.
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Shape Unity terrains with non-destructive stamps: height, textures, trees and details, limited by masks.
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Spline editing, spawners that place objects along and inside splines, ground snapping, and the settings shared by every module.
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?¶
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Something doesn't work as described. See what to include.
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An idea for a new tool, or for making an existing one better.
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Not sure how to do something? Ask, the answer may end up in this manual.