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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.
Building · Still

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
Open in the lab

ProPro download.

Also as , a .zip with the .obj and its .mtl.

Ready for any engine. The download carries the knobs you set here.

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.

JavaScript
import { createAsset } from 'https://gaitkit.com/cdn/level-pillar.mjs';

const levelPillar = createAsset();
scene.add(levelPillar);                      // rests on y = 0, front faces +Z

More in the docs; agents can fetch all of this through MCP.

Knobs

KnobTypeValuesDefaultWhat it does
stylechoicedungeon scifi housedungeonShared 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.
colorwaychoiceclassic dark warmclassicPalette 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).
shapechoicesquare roundsquaresquare (0.5 m square pier that lines up with wall faces) or round (a column, base and capital still square).
heightrange1.5 to 6, step 1.53Height 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.
lamptoggleon / offfalseA 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

FileWhat
level-pillar.glb ProGLB, default look · 124 KB
level-pillar.mjs ProES module, every knob live
level-pillar.obj ProOBJ, static; colours in the .mtl
level-pillar.mtlOBJ colours; keep it next to the .obj
level-pillar-params.jsonknob 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.