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
Everything in the viewport

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.

Workflow

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.

Performance

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.

0.35 s

to convert a 5,000-face triangle mesh back into editable n-gons

35+ fps

drag editing at typical blockout scale (~1k faces per object)

12 ms

per paint dab at 5k faces. Strokes patch colors in place instead of recompiling

190

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.

Get it

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