Level Builder - Place, Paint and Arrange Prefabs OFFICIAL SALE

Level Builder turns the Scene View into a level-building tool. Pick an asset from a library of everything placeable in your project, and it stands at the cursor exactly as it will be placed - on the surface under it, leaning with it if you ask, refused with the reason where your rules say no. Click to place one, drag out a line, a grid or a circle, or paint with a brush of weighted assets.

Everything it places is an ordinary, linked prefab instance, grouped and named in order, and every stroke, line or grid is one step for Undo. It is an editor tool: nothing it contains ships in your build.

ONE LIBRARY OF EVERYTHING YOU CAN PLACE

Every prefab, variant and model in the project, with thumbnails drawn in your own render pipeline, search, favourites and recently used. Make your own collections - assets added one by one, or whole folders linked so that what you add to the folder turns up by itself.

FIVE WAYS TO PUT THINGS DOWN

Single places one at a time: press and drag sideways to turn it before letting go. Line puts down posts, lamps and fences - a fixed spacing, a count, or end to end, following the ground. Grid lays out desks, tiles and shelving, turned as you drag. Circle rings a point, whole or as an arc, each object facing in, out or along. Brush paints with a density and a least distance between objects, several assets by weight - and with Shift held, erases what it painted.

ON THE SURFACES YOU SEE

Many art packs come without colliders. Level Builder places on any visible mesh, collider or not, on colliders, and on terrains - holes and neighbouring tiles included. Snap to whatever the cursor is over, to ground only, or to the grid; lean with the surface; stand the object on its bottom, its centre or its pivot.

RULES THAT SAY WHY

Surface layers, slope, height and overlap are checked before anything is placed. An object that may not stand there turns red and the label at the cursor says why - too steep, the wrong layer, in the way of the lamp post. A pattern leaves out the places that fail; a brush tries somewhere else.

BRUSHES YOU KEEP

A brush is an asset: its prefabs and their weights, its own surface rules, filters and variation. Forest, Rock Field, Office Clutter - make them once, use them in every scene, and take them to another project with everything they paint with.

TIDY UP WHAT IS THERE

Drop to Surface sets floating and sunk objects down where any part of them first touches. Replace swaps the selection for one asset or several by weight, keeping position, rotation and scale if you like. Align, Distribute and Match line things up. Each is one Undo.

FAST HANDS

A Quick Palette on Space: a few letters, Enter, and the asset is in your hand. A nine-slot hotbar on Ctrl and a digit. Keys to turn, flip, scale and re-roll, all rebindable in Unity's own Shortcut Manager. A right-click menu in the Scene View.

RESULTS YOU CAN REPEAT

Every variation - turn, scale, which asset - is drawn from a seed, so the same settings give the same result. Objects go into the scene you choose, or into the prefab you are editing in Prefab Mode.

A DEMO TO TRY IT ON

One menu command makes a small level in your project, in your own render pipeline: 24 props, six brushes and a street, an office, a camp and a hill to try every mode on. The package itself ships no scene.

WHAT IT DOES NOT DO

It adds nothing to your build: every script is editor-only, and what it places is ordinary prefab instances under ordinary GameObjects. It touches no project settings and needs no other package. Nothing is created until you use it.