Quick Start¶
A short tour from an empty scene to a small piece of world: a shaped terrain, a road, a building and a modelled detail. Each step links to the full page if you want more detail.
Drawing a shape, in short
Stamp outlines and building footprints are drawn the same way:
- With nothing selected, hold Shift and click to place the first point.
- Click to add more points. Drag while placing a point to pull out its handles and curve the line.
- Click the first point again to close the shape, or right-click to finish it.
- Esc while drawing throws the new shape away.
Roads work a little differently, see step 3.
1. Open the World Toolkit window¶
Open Window > World Toolkit > Open and dock it next to the Inspector. You'll switch between its modules as you go. See The World Toolkit Window.
2. Shape the terrain¶
- Create a terrain (GameObject > 3D Object > Terrain).
- In the Terrain module, click Edit Terrain Stamps.
- With nothing selected, hold Shift and click on the terrain to start a stamp outline, click around an area, and click the first point again to close it. If the terrain has no Terrain Stamp Target yet, the first stamp creates one.
- Unless the panel sets a Terrain Stamp Preset for new stamps, a new stamp has a single layer with a Height operation. Select the outline's knots and move them up: the ground follows.
- In the stamp's inspector, add a Texture operation with a terrain layer to paint the area.
3. Draw a road¶
- In the Roads module, pick a Road Rules asset under New Roads. The roads you draw, and the junctions between them, take their lanes, sidewalks and settings from it.
- Click Edit Road Points, hold Shift and click to start a road, and click to add points. Press Esc or right-click to finish it: unlike other shapes, Esc keeps the road. A second Esc stops editing road points.
- Draw a second road that ends on the first one: a junction is created where they meet.
More in Creating Roads and Junctions.
4. Add a building¶
- In the Buildings module, check that Draw Creates is set to Building and that New Building Defaults has a Building Rules asset. If you don't have one yet, see Creating rules.
- Click Edit Buildings, then, with nothing selected, hold Shift and click to place the first corner of a footprint next to the road, and click the other corners. Click the first corner again, or right-click, to close it.
The building generates as soon as the footprint closes. Move its knots and it regenerates. More in Buildings and Volumes.
5. Model a detail¶
- In the Modelling module, click Cube in the Create tab.
- Drag in the Scene view to draw its base, move the mouse to set the height, and click.
- Click Make Editable, press 3 for face mode, select the top face and use Extrude.
More in Primitives and Editing Tools.
Where next¶
-
The knot editing, snapping and right-click tools that every module shares.
-
Fill the areas between roads with generated floors.
-
Scatter trees, grass and small details with stamps.