ProBuilder-style level modeling.
Inside Godot.
Block out and edit level geometry without leaving the 3D viewport. Draw
shapes on a real grid, push faces around, cut doorways, paint vertices,
punch boolean holes. Every mesh is a plain MeshInstance3D
that your game already understands.
- Godot 4.7+
- Pure GDScript — no .NET
- One undo entry per action
- Royalty-free in your games
The whole modeling loop, no alt-tabbing.
The workflow Unity developers know from ProBuilder, rebuilt for Godot with the rough edges sanded off.
Draw-in-viewport shapes
Cube, plane, cylinder, cone, prism, stairs, curved stairs, arch, door, sphere, torus, pipe, and free-form poly shapes, all drawn straight onto the grid. Parameters stay editable after you commit.
Real element editing
Object / Vertex / Edge / Face modes with marquee, loop & ring, grow/shrink, select-similar, and hover preselect. Selections carry over when you switch modes.
A complete op suite
Extrude, inset, multi-segment bevel, bridge, weld, connect, insert loop, subdivide, merge, detach, fill hole, and a cut tool that copes with concave faces.
Grid & vertex snapping
A ProGrids-style reference grid on any axis plane, density locked to the snap step. Hold V while dragging to land a vertex exactly on any other vertex, even one on a different object.
Adjust-last-operation
A live parameter panel like Blender's: run a bevel first, then dial in the segment count. It still commits as one undo step.
Auto-UVs + a real UV editor
Per-face planar UVs that just work, and a full 2D editor when they don't: projection, sew & split seams, island select, copy/paste, texel-density normalize.
Vertex painting
A proper brush with radius, strength, and falloff, painting per-corner color. Comes with a two-texture blend shader driven by painted alpha, handy for dirt and wear.
Booleans that work
Union, Subtract, and Intersect on Godot's Manifold CSG kernel. If a mesh isn't watertight, Unibuilder selects the offending edges so you can see what to fix.
Game-ready output
Collider & Trigger volumes, convex/trimesh/ramp auto-collision, bake to plain MeshInstance3D with lightmap UV2s, OBJ+MTL and glTF export, and a converter that turns existing triangle meshes into editable ones.
Greybox to game-ready in one place.
Every step happens in the editor you already have open.
Block out
Drag shapes onto the grid. Stairs get a step per snap increment, and everything comes out watertight.
Shape it
Shift-drag to extrude, cut doorways, bevel corners, boolean holes. Any op can be adjusted after you run it.
Texture it
Auto-UVs do the work by default. Drop materials onto faces, and open the UV editor when you want control.
Paint it
Vertex-paint color coding, or blend two textures with the alpha brush.
Ship it
Auto collision, lightmap-ready bakes, invisible collider volumes. Meshes load fine without the plugin.
Built not to fall over at scale.
The most common complaint about in-editor modeling tools is what happens when meshes get big. We publish our numbers.
to convert a 5,000-face triangle mesh back into editable n-gons
drag editing at typical blockout scale (~1k faces per object)
per paint dab at 5k faces. Strokes patch colors in place instead of recompiling
headless unit tests checking the topology invariants behind every operation
Measured on a 5,184-face mesh in Godot 4.7 on a Ryzen 7 7800X3D. The benchmark script ships with the plugin, and the methodology is in the README. Editing cost scales linearly with face count, so for very large levels split the geometry across a few objects. You'd want that anyway for undo and occlusion.
One license, unlimited projects,
no royalties.
Per-seat license with all 1.x updates included. Whatever you build with it is yours, and so is every game you ship.
Requires Godot 4.7 or later · Windows, macOS, Linux · Pure GDScript, no .NET build needed · Read the manual