Arrow Tower
A tower-defense arrow tower on a 2 x 2 m grid footprint with three upgrade levels: 1 a timber lookout with a crossbow, 2 a stone base with a timber gallery, roof and banners, 3 a tall crenellated stone keep with a twin-arm ballista, corner flags and braziers. The part named turret holds the weapon and turns about y (userData.tick aims it round once per Loop). Team colour on roofs, banners and flags.
- Size
- 2.5 × 5.5 × 2.5 m
- Triangles
- 1,052
Tune it
4 knobs: Level, Team, Stone, Roof.
Specs
- Size
- 2.5 × 5.5 × 2.5 m width × height × depth
- Triangles
- 1,052 of 6,000
- Draw calls
- 1 one vertex-colour material
- Loop clip
- 8 m of travel per cycle
- Moving parts
- 1 turret · spin
- Knobs
- 4 3 presets
- Night lights
- 2 fire, window
Passed the validator: real scale, rests on y = 0, front faces +Z, deterministic.
Use it
Code for the specimen as it is set up above; it follows your knobs.
import { createAsset } from 'https://gaitkit.com/cdn/arrow-tower.mjs';
const arrowTower = createAsset();
scene.add(arrowTower); // rests on y = 0, front faces +Zimport { useMemo } from 'react';
import { createAsset } from 'https://gaitkit.com/cdn/arrow-tower.mjs';
export function ArrowTower() {
const model = useMemo(() => createAsset(), []);
return <primitive object={model} />;
}# Import arrow-tower.glb (download below). Moving parts are separate nodes, pivoted on their hinge.
add_child(preload("res://arrow-tower.glb").instantiate())// Import arrow-tower.glb with glTFast (com.unity.cloud.gltfast).
// Drop it in the scene: 1 unit = 1 metre, +Z is its front.Use the gaitkit MCP server: get_variant({ "id": "arrow-tower", "want": "default look" })
then place the result.
# MCP endpoint
https://gaitkit.com/mcpKnobs
| Knob | Type | Values | Default | What it does |
|---|---|---|---|---|
level | range | 1 to 3, step 1 | 2 | Upgrade level. 1 timber lookout on stilts (about 3.4 m), 2 stone base with a roofed timber gallery (about 5 m), 3 crenellated stone keep with a ballista, flags and braziers (about 6.5 m). |
team | choice | blue red green yellow purple | blue | Team colour for the roof, banners, flags and trim: blue, red, green, yellow or purple. |
stone | choice | grey sand dark | grey | Masonry colour for levels 2 and 3: grey granite, sand (desert maps) or dark basalt (evil or night maps). |
roof | toggle | on / off | true | A pointed roof over the weapon on levels 1 and 2. Off leaves the crossbow open to the sky. |
Presets: lookout (lv 1) {"level":1,"team":"green"} · desert keep (lv 3) {"level":3,"stone":"sand","team":"red"} · shadow tower {"level":2,"stone":"dark","team":"purple"}
Files
| File | What |
|---|---|
| arrow-tower.glb | GLB, default look · 141 KB |
| arrow-tower.mjs | ES module, every knob live |
| arrow-tower.obj | OBJ, static, no colour |
| arrow-tower-params.json | knob schema, presets, night zones |
Licence
Use it in games, apps, renders and client work, commercially and without credit. Do not resell it as an asset or train a 3D generator on it. The full licence.