Level Pillar
A snap-together pillar for 2 m grid levels, 0.5 m across and 1.5 to 6 m tall (a band at every 3 m storey), that stands on a grid corner and hides the ends of the 0.25 m walls meeting there. Styles shared with the Modular Level Kit: dungeon (stacked dressed stone drums or blocks on a plinth with a capital), scifi (a trimmed column with glowing light strips or rings) or house (a plastered pier with skirting and rail, or a turned wooden column on a square base). An optional lamp hangs on its +Z face.
- Size
- 0.66 × 3.0 × 0.66 m
- Triangles
- 528
Tune it
5 knobs: Style, Colourway, Shape, Height, Lamp.
Specs
- Size
- 0.66 × 3.0 × 0.66 m width × height × depth
- Triangles
- 528 of 6,000
- Draw calls
- 1 one vertex-colour material
- Knobs
- 5 3 presets
- Night lights
- 2 lamp, 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-pillar.mjs';
const levelPillar = createAsset();
scene.add(levelPillar); // rests on y = 0, front faces +Zimport { useMemo } from 'react';
import { createAsset } from 'https://gaitkit.com/cdn/level-pillar.mjs';
export function LevelPillar() {
const model = useMemo(() => createAsset(), []);
return <primitive object={model} />;
}# Import level-pillar.glb (download below). It is a static mesh, one material per colour.
add_child(preload("res://level-pillar.glb").instantiate())// Import level-pillar.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-pillar", "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). |
shape | choice | square round | square | square (0.5 m square pier that lines up with wall faces) or round (a column, base and capital still square). |
height | range | 1.5 to 6, step 1.5 | 3 | Height in metres: 3 = one storey (walls are 3 m), 6 = two storeys with a band at 3 m, 1.5 = a half-height post for railings and low walls. |
lamp | toggle | on / off | false | A torch (dungeon), light box (scifi) or lantern (house) on the +Z face at 1.95 m. Lit at night. |
Presets: crypt column {"style":"dungeon","shape":"round","colorway":"dark","lamp":true} · reactor strut {"style":"scifi","shape":"round","height":6} · porch post {"style":"house","shape":"round","colorway":"warm"}
Files
| File | What |
|---|---|
| level-pillar.glb Pro | GLB, default look · 124 KB |
| level-pillar.mjs Pro | ES module, every knob live |
| level-pillar.obj Pro | OBJ, static; colours in the .mtl |
| level-pillar.mtl | OBJ colours; keep it next to the .obj |
| level-pillar-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.