Burning Building

Online Documentation | Editor Demo | Hiding Demo


Burning Building combines a powerful building mesh generation algorithm with tools that make it easy and intutitive to edit -- and works at runtime, so your players can create their own buildings! Use it for...

  1. Rapid protoyping or level design inside Unity
  2. Procedurally-generated levels or destructable walls
  3. Runtime level editing
  4. Hiding/showing sections of the building mesh based on player position, explored areas or the camera angle

It includes...

  • Powerful and intuitive editor tools to push, pull, flood fill, and manipulate building geometry
  • Editor tools can be easily extended to the player (try out the Editor Demo !)
  • Walls or rooms can be hidden, shown, or partially cut out based on player and camera positions, or even based on what rooms have already been seen for a "fog of war" effect (try out the Hiding Demo !)
  • Cuts holes for doors and windows, then spawns user-specified prefabs with the correct positon/rotation.
  • Optionally adds chart-based light map UVs, for light mapping.
  • Fully-documented C# API
  • Very well optimized. Mesh generation is done asynchronously in a burst job, and there are a minimum number of draw calls (one per material; so usually only 10-20 draw calls for a whole building).