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
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.
import { createAsset } from 'https://gaitkit.com/cdn/level-ramp.mjs';
const levelRamp = createAsset();
scene.add(levelRamp); // rests on y = 0, front faces +Zimport { useMemo } from 'react';
import { createAsset } from 'https://gaitkit.com/cdn/level-ramp.mjs';
export function LevelRamp() {
const model = useMemo(() => createAsset(), []);
return <primitive object={model} />;
}# Import level-ramp.glb (download below). It is a static mesh, one material per colour.
add_child(preload("res://level-ramp.glb").instantiate())// Import level-ramp.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-ramp", "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). |
rise | choice | 0.5 1 1.5 3 | 1.5 | Height 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. |
length | range | 1 to 3, step 1 | 2 | Run in 2 m grid cells along Z (1 = 2 m, 3 = 6 m). Gentler with more cells. |
rails | toggle | on / off | true | Edges: 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
| File | What |
|---|---|
| level-ramp.glb Pro | GLB, default look · 277 KB |
| level-ramp.mjs Pro | ES module, every knob live |
| level-ramp.obj Pro | OBJ, static; colours in the .mtl |
| level-ramp.mtl | OBJ colours; keep it next to the .obj |
| level-ramp-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.