A powerful Unity Editor extension designed to simplify and speed up level creation by replacing manual object placement with an intuitive, grid-based workflow.
This tool enables artists and designers to create structured, randomized, and layered levels with ease — while supporting prefab grouping, procedural touches, and flexible editing tools.
- Customizable Grid Size — e.g.,
Cell Width = 2.5m - Adjustable Y-axis grid movement to add height variation
- Supports multiple grid layers for complex 3D layouts
- Central panel for storing and organizing all level prefabs (e.g., floor tiles, props)
- Grouping System — combine multiple prefabs into a Group and randomize placement
- Create new prefab groups directly from selected prefabs
- Supports offsets and random offsets for varied positioning
- Define number of prefabs per cell (e.g., grass clusters, prop scatter)
Flexible placement tools for different workflows:
- Single Placement → Place one prefab at a time
- Fill → Fill an entire grid area with a chosen prefab
- Brush → Paint prefabs freely across the grid
- Line → Draw prefab lines for fences, walls, etc.
- Erase → Toggle removal of prefabs from grid cells
- Select multiple grid cells or prefabs by layer or box selection
- Move, rotate, and scale selected prefabs while keeping grid alignment
- Support for vertical selection (↑ / ↓ to select in Y direction)
- Copy / Paste selected areas to reuse sections quickly
- Organize prefabs by layers
- Toggle visibility per layer for easy management
- Each layer acts as a separate editing context
Full support for Unity’s Undo/Redo system for safe experimentation.
- Save and load grid level data
- Export data for external tools or procedural systems
- Add procedural generation for specific tile types inspired by Tiny Glade and TileWorldCreator 4
- Procedurally select:
- Edge walls
- Corner walls
- Top face walls
- Built entirely in Unity’s Editor using EditorWindows, SerializedObjects, and GUI/IMGUI
- Grid data stored in ScriptableObjects for easy saving/loading
- Prefab previews generated via
AssetPreview.GetAssetPreview() - Designed for extensibility — developers can add new brush types, placement rules, or randomization logic
- Copy the tool folder (including the
Editorscripts) into your Unity project underAssets/. - Open the editor window from the menu: