Ground Tile
A 4 x 4 m terrain tile (or 8 or 12 m) with a flat or gently bumpy top and a soil-sided slab, dressed with grass tufts, flowers and pebbles in the chosen biome. Every edge sits exactly 0.4 m above the tile base, so tiles of any seed and relief snap edge to edge and match the cliff, river and lake pieces of the Terrain kit.
- Size
- 4.0 × 0.83 × 4.0 m
- Triangles
- 666
- Kit
- Terrain
Tune it
5 knobs: Biome, Relief, Decor, Size, Seed.
Specs
- Size
- 4.0 × 0.83 × 4.0 m width × height × depth
- Triangles
- 666 of 6,000
- Draw calls
- 1 one vertex-colour material
- Knobs
- 5 3 presets
- Night lights
- 2 lava, glow
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/ground-tile.mjs';
const groundTile = createAsset();
scene.add(groundTile); // rests on y = 0, front faces +Zimport { useMemo } from 'react';
import { createAsset } from 'https://gaitkit.com/cdn/ground-tile.mjs';
export function GroundTile() {
const model = useMemo(() => createAsset(), []);
return <primitive object={model} />;
}# Import ground-tile.glb (download below). It is a static mesh, one material per colour.
add_child(preload("res://ground-tile.glb").instantiate())// Import ground-tile.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": "ground-tile", "want": "default look" })
then place the result.
# MCP endpoint
https://gaitkit.com/mcpKnobs
| Knob | Type | Values | Default | What it does |
|---|---|---|---|---|
biome | choice | grass desert snow rock volcanic alien | grass | Colours and decor. Shared by every Terrain piece so neighbours match: grass, desert, snow, rock, volcanic (ember rocks glow at night), alien (glowing bulbs and crystals). |
relief | range | 0 to 1, step 0.05 | 0.45 | How bumpy the top is: 0 is perfectly flat, 1 gives soft mounds about 0.6 m high. Bumps always fade out before the edges. |
decor | range | 0 to 1, step 0.1 | 0.5 | Amount of small scatter (tufts, flowers, pebbles, cacti, snow lumps, ember rocks, glowing bulbs). 0 is a clean tile. |
cells | range | 1 to 3, step 1 | 1 | Tile edge in 4 m grid cells: 1 = 4 x 4 m, 2 = 8 x 8 m, 3 = 12 x 12 m. |
seed | range | 1 to 50, step 1 | 4 | Changes the bumps and where the decor falls. Edges match for every seed. |
Presets: spring meadow {"biome":"grass","relief":0.6,"decor":0.9} · ash plain {"biome":"volcanic","relief":0.3,"decor":0.6,"seed":9} · alien moor {"biome":"alien","relief":0.8,"decor":0.7,"seed":17}
Files
| File | What |
|---|---|
| ground-tile.glb | GLB, default look · 73 KB |
| ground-tile.mjs | ES module, every knob live |
| ground-tile.obj | OBJ, static, no colour |
| ground-tile-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.