Level Ladder
A ladder for 2 m grid levels that climbs 1.5 to 6 m (3 m = one storey) and runs on 0.9 m past the top so a climber can step off, with stand-off brackets behind it to fix it to a wall: dungeon (rough poles with rope-lashed rungs), scifi (square steel rails, grip rungs, top beacons, an optional safety cage) or house (sawn rails, round rungs, hooks over the ledge). 0.5 m wide, rails at z = 0, brackets reaching 0.16 m back toward -Z: stand it 0.29 m in front of a wall centre line (0.16 m off a 0.25 m wall face).
- Size
- 0.64 × 3.9 × 0.25 m
- Triangles
- 696
Tune it
5 knobs: Style, Colourway, Height, Cage, Wear.
Specs
- Size
- 0.64 × 3.9 × 0.25 m width × height × depth
- Triangles
- 696 of 6,000
- Draw calls
- 1 one vertex-colour material
- Knobs
- 5 3 presets
- Night lights
- 1 light
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/level-ladder.mjs';
const levelLadder = createAsset();
scene.add(levelLadder); // rests on y = 0, front faces +Zimport { useMemo } from 'react';
import { createAsset } from 'https://gaitkit.com/cdn/level-ladder.mjs';
export function LevelLadder() {
const model = useMemo(() => createAsset(), []);
return <primitive object={model} />;
}# Import level-ladder.glb (download below). It is a static mesh, one material per colour.
add_child(preload("res://level-ladder.glb").instantiate())// Import level-ladder.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": "level-ladder", "want": "default look" })
then place the result.
# MCP endpoint
https://gaitkit.com/mcpKnobs
| Knob | Type | Values | Default | What it does |
|---|---|---|---|---|
style | choice | dungeon scifi house | dungeon | Shared by every Modular Level Kit piece: dungeon (coursed stone blocks, iron and oak), scifi (bolted panels, trims and glowing light strips), house (plaster over wood or brick wainscot, timber trim). Use one value across a level. |
colorway | choice | classic dark warm | classic | Palette within the style, shared across the kit: classic (dungeon grey granite, scifi light grey with orange, house cream plaster and brown wood), dark (basalt, gunmetal with yellow, white plaster with black timber), warm (sandstone, beige retro with teal, ochre plaster with honey wood and brick). |
height | range | 1.5 to 6, step 1.5 | 3 | Height climbed in metres (the top rung is at this height; the rails run 0.9 m higher). 3 = one storey of the kit. |
cage | toggle | on / off | false | Safety hoops round the climber from 2.2 m up, tied by vertical straps: industrial (best with scifi), iron hoops in a dungeon shaft. |
wear | range | 0 to 1, step 0.1 | 0.2 | 0 = new; higher darkens and stains the wood or metal and drops the odd rung (never the top or bottom one). |
Presets: well shaft {"style":"dungeon","height":4.5,"wear":0.6} · maintenance shaft {"style":"scifi","height":6,"cage":true,"colorway":"dark"} · loft ladder {"style":"house","height":3,"colorway":"warm"}
Files
| File | What |
|---|---|
| level-ladder.glb Pro | GLB, default look · 161 KB |
| level-ladder.mjs Pro | ES module, every knob live |
| level-ladder.obj Pro | OBJ, static; colours in the .mtl |
| level-ladder.mtl | OBJ colours; keep it next to the .obj |
| level-ladder-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.