Wooden Pier
A tileable section of wooden pier running along Z: plank deck on stringers and pile bents with cross bracing, weed-stained piles down to y = 0 (the water or the sea bed), mooring bollards, an optional ladder down the side, rope or timber railing and lantern posts that glow at night. Each bay is exactly 3 m pile to pile and the deck is 3 m wide, so copies placed `length` apart along Z share their end piles.
- Size
- 3.3 × 3.7 × 6.5 m
- Triangles
- 1,352
- Kit
- Pirates
Tune it
5 knobs: Bays, Deck height, Railing, Ladder, Lanterns.
Specs
- Size
- 3.3 × 3.7 × 6.5 m width × height × depth
- Triangles
- 1,352 of 6,000
- Draw calls
- 1 one vertex-colour material
- Knobs
- 5 3 presets
- Night lights
- 1 lantern
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/wooden-pier.mjs';
const woodenPier = createAsset();
scene.add(woodenPier); // rests on y = 0, front faces +Zimport { useMemo } from 'react';
import { createAsset } from 'https://gaitkit.com/cdn/wooden-pier.mjs';
export function WoodenPier() {
const model = useMemo(() => createAsset(), []);
return <primitive object={model} />;
}# Import wooden-pier.glb (download below). It is a static mesh, one material per colour.
add_child(preload("res://wooden-pier.glb").instantiate())// Import wooden-pier.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": "wooden-pier", "want": "default look" })
then place the result.
# MCP endpoint
https://gaitkit.com/mcpKnobs
| Knob | Type | Values | Default | What it does |
|---|---|---|---|---|
sections | range | 1 to 4, step 1 | 2 | Number of 3 m bays. The section is 3 × bays metres long along Z, centred on the origin, with a pile bent at each end. |
height | range | 1 to 3, step 0.1 | 1.6 | Height of the deck surface above y = 0 in metres: 1 for a calm lake jetty, 3 for a tidal harbour wharf with long piles. |
rail | choice | rope timber none | rope | Edge railing: rope (posts with sagging rope between them), timber (posts with a top and middle rail) or none (open edges with a low kerb). |
ladder | toggle | on / off | true | A wooden ladder down the +X side of the first bay, from the deck to y = 0, for climbing up from a boat. |
lantern | toggle | on / off | true | A lantern on a post at the start of every bay on the -X side; they glow at night. |
Presets: fishing jetty {"sections":3,"height":1.2,"rail":"none","lantern":false} · harbour wharf {"sections":4,"height":2.6,"rail":"timber"} · smugglers landing {"sections":1,"height":1.6,"rail":"rope","ladder":true}
Files
| File | What |
|---|---|
| wooden-pier.glb | GLB, default look · 209 KB |
| wooden-pier.mjs | ES module, every knob live |
| wooden-pier.obj | OBJ, static, no colour |
| wooden-pier-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.