Level Wall
A snap-together wall for building levels on a 2 m grid: 3 m tall, 0.25 m thick, 2, 4 or 6 m long, in three styles that share one grid with every Modular Level Kit piece: dungeon (coursed stone blocks with a plinth and coping), scifi (bolted panels between ribs with a glowing light strip) or house (plaster over a wainscot, base board, chair rail and top plate). It runs along X centred on a cell edge (z = 0); copies placed one length apart meet flush, and a level-pillar on the shared corner hides the joint. Wear adds cracks, moss, missing blocks, scorch marks, dead lights and fallen plaster.
- Size
- 2.0 × 3.0 × 0.66 m
- Triangles
- 944
Tune it
5 knobs: Style, Colourway, Length, Wear, Lamp.
Specs
- Size
- 2.0 × 3.0 × 0.66 m width × height × depth
- Triangles
- 944 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-wall.mjs';
const levelWall = createAsset();
scene.add(levelWall); // rests on y = 0, front faces +Zimport { useMemo } from 'react';
import { createAsset } from 'https://gaitkit.com/cdn/level-wall.mjs';
export function LevelWall() {
const model = useMemo(() => createAsset(), []);
return <primitive object={model} />;
}# Import level-wall.glb (download below). It is a static mesh, one material per colour.
add_child(preload("res://level-wall.glb").instantiate())// Import level-wall.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-wall", "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). |
length | range | 1 to 3, step 1 | 1 | Length in 2 m grid units (1 = 2 m, 3 = 6 m). The wall stays centred on the origin, so a length-2 wall spans x -2..2. |
wear | range | 0 to 1, step 0.1 | 0.3 | 0 = new; higher adds cracks, moss and missing blocks (dungeon), grime, scorched panels, torn-off panels and dead light strips (scifi), stains, cracks and fallen plaster showing brick (house). |
lamp | toggle | on / off | false | A wall light on the front (+Z) face of every 2 m unit: iron torch sconce (dungeon), light box (scifi) or a lantern (house). Lit at night. |
Presets: torch-lit corridor {"style":"dungeon","lamp":true,"length":2,"wear":0.5} · station bulkhead {"style":"scifi","colorway":"dark","length":2,"wear":0.1} · cottage room {"style":"house","colorway":"warm","wear":0.2}
Files
| File | What |
|---|---|
| level-wall.glb Pro | GLB, default look · 154 KB |
| level-wall.mjs Pro | ES module, every knob live |
| level-wall.obj Pro | OBJ, static; colours in the .mtl |
| level-wall.mtl | OBJ colours; keep it next to the .obj |
| level-wall-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.