Landmine
A generic game landmine with a blinking warning light: a 30 cm anti-tank disc with a ribbed top, a pressure plate, a fuze cap, bolts and a side carry handle, a small 9 cm pressure mine with a trigger prong, or a 26 cm sci-fi proximity mine with a hexagonal shell, a glowing ring and a sensor dome, optionally half-buried in a mound of dirt with pebbles. The pressure plate is a part named plate that sinks along y; the warning light is a part named led that blinks (it sinks and shrinks four times per loop) and glows at night, red when armed, green when safe.
- Size
- 0.32 × 0.10 × 0.31 m
- Triangles
- 1,198
Tune it
4 knobs: Style, Finish, Armed, Buried.
Specs
- Size
- 0.32 × 0.10 × 0.31 m width × height × depth
- Triangles
- 1,198 of 6,000
- Draw calls
- 1 one vertex-colour material
- Loop clip
- 1 m of travel per cycle
- Moving parts
- 2 plate · slide, led · slide
- Knobs
- 4 3 presets
- Night lights
- 1 led
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/landmine.mjs';
const landmine = createAsset();
scene.add(landmine); // rests on y = 0, front faces +Zimport { useMemo } from 'react';
import { createAsset } from 'https://gaitkit.com/cdn/landmine.mjs';
export function Landmine() {
const model = useMemo(() => createAsset(), []);
return <primitive object={model} />;
}# Import landmine.glb (download below). Moving parts are separate nodes, pivoted on their hinge.
add_child(preload("res://landmine.glb").instantiate())// Import landmine.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": "landmine", "want": "default look" })
then place the result.
# MCP endpoint
https://gaitkit.com/mcpKnobs
| Knob | Type | Values | Default | What it does |
|---|---|---|---|---|
style | choice | antitank pressure scifi | antitank | antitank (a 30 cm ribbed disc with a pressure plate and a carry handle), pressure (a small 9 cm anti-personnel mine with a trigger prong) or scifi (a 26 cm hexagonal proximity mine with a glowing ring and a sensor dome). |
finish | choice | olive tan black grey rust | olive | Body paint: olive (olive drab), tan (desert), black, grey or rust (old and corroded). |
armed | toggle | on / off | true | On: the warning light (and the sci-fi ring) glows red. Off: green, safe. |
dirt | toggle | on / off | false | Half-buries the mine in a low mound of dirt with a few pebbles, as it would be hidden in a level. |
Presets: anti-tank mine {"style":"antitank","finish":"olive"} · hidden mine {"style":"pressure","finish":"tan","dirt":true} · proximity mine {"style":"scifi","finish":"black"}
Files
| File | What |
|---|---|
| landmine.glb Pro | GLB, default look · 128 KB |
| landmine.mjs Pro | ES module, every knob live |
| landmine.obj Pro | OBJ, static; colours in the .mtl |
| landmine.mtl | OBJ colours; keep it next to the .obj |
| landmine-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.