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Level Ramp, A snap-together solid ramp for 2 m grid levels: 2 m wide, 2 to 6 m long, climbing 0.5, 1, 1.5 or 3 m from its low edge at +Z to its top at the -Z edge, where it meets a floor at that height. Styles shared with the Modular Level Kit: dungeon (a cobbled slope on coursed stone sides with kerbstones), scifi (deck plates with grip bars, hazard chevrons and light strips, panelled sides, rails) or house (cleated boards on a plank-clad wedge, a wooden handrail).
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Level Ramp

A snap-together solid ramp for 2 m grid levels: 2 m wide, 2 to 6 m long, climbing 0.5, 1, 1.5 or 3 m from its low edge at +Z to its top at the -Z edge, where it meets a floor at that height. Styles shared with the Modular Level Kit: dungeon (a cobbled slope on coursed stone sides with kerbstones), scifi (deck plates with grip bars, hazard chevrons and light strips, panelled sides, rails) or house (cleated boards on a plank-clad wedge, a wooden handrail).

Size
2.0 × 1.7 × 4.1 m
Triangles
1,664
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, Rise, Length, Rails.

Specs

Size
2.0 × 1.7 × 4.1 m
width × height × depth
Triangles
1,664
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.

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

const levelRamp = createAsset();
scene.add(levelRamp);                      // 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).
risechoice0.5 1 1.5 31.5Height gained in metres: 3 = a full storey, 1.5 = half a storey, 0.5 and 1 for low platforms and stages. Pair big rises with longer ramps.
lengthrange1 to 3, step 12Run in 2 m grid cells along Z (1 = 2 m, 3 = 6 m). Gentler with more cells.
railstoggleon / offtrueEdges: kerbstones (dungeon), posts and rails with a light strip (scifi), posts and a handrail (house). Off leaves a plain edge.

Presets: siege ramp {"style":"dungeon","rise":3,"length":3,"colorway":"warm"} · cargo ramp {"style":"scifi","rise":1,"length":2,"colorway":"dark"} · porch ramp {"style":"house","rise":0.5,"length":1}

Files

FileWhat
level-ramp.glb ProGLB, default look · 277 KB
level-ramp.mjs ProES module, every knob live
level-ramp.obj ProOBJ, static; colours in the .mtl
level-ramp.mtlOBJ colours; keep it next to the .obj
level-ramp-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.