Changelog

All notable changes to the All In One Prefab Builder Kit (called the All In One World Builder Kit up to 0.5.0). Versions follow Semantic Versioning.

[1.0.0] - 2026-10-27 #

A free update for everyone who owns 0.8: easier to start, clearer to use, safer in your project. Nothing you made with 0.8 changes: kits, rule sets, palettes, hotkeys and scenes all carry over.

Added #

  • Home (⌂): try the sample city, turn your pack into a kit, take the tour, and eight jobs (lay roads, build a street, plant trees and grass, dress a street, fence a yard, close a road, pile up clutter, check the scene), each opening the right tool, ready for the job.
  • Tool presets: Brush, Fill, Row, Spline and Fence keep their settings and picked pieces by name ("Grass brush"), Presets ▾ on the Settings card.
  • Status line: a line at the foot of the Scene view says what a click does in the tool that's open, and its keys.
  • Get help, report a bug: the guide, the public bug list, the website, Discord and email as addresses to copy, and Copy support info: from ⋮ or the Tools menu.
  • Sample decals: road arrows, a manhole cover and an oil stain (CC0) to try Dress > Decals on straight away.
  • A longer tour: it goes on to Roads, Physics and Check, and moves on by itself when a step is done.

Changed #

  • Unity 6000.0 LTS: the kit now runs on Unity 6000.0 LTS or newer (it needed 6000.3).
  • The sample kits are ready to use: Street's lights and bins and the closure's barriers and cones are filled in from them, and adding them shows a progress bar. Sample scenes open looking at the city.
  • Fits a docked window: the tabs and tools wrap onto a second row instead of scrolling out of sight; ? and ⋮ are always whole; settings are never cut in half.
  • Plain-English Settings: Rules and Folders in plain words with units, the rarely changed ones under Advanced; the optional layer and tags no longer show warnings.
  • Clearer names: Try the sample kits everywhere; Fix > Similar and Physics > Drop (they shared names with other tools); Allow overlaps (was Place over red), Same floor type only (Stay on this floor), Ground pieces sit on top (Floors on top of the ground), Whole panels only (Fixed), Panels face in (Fronts in), Around the selection (Inverse), Facing (Turn them).
  • Readable palette names: long names keep their start and end ("comm…building-a"), the full name on hover.
  • Vary: pieces varied together no longer come out the same colour.

Fixed #

  • Your project's other files are never saved by the kit: adding the sample kits could save an unrelated settings file (a URP asset) along with them.
  • Tool picks stay in their project: picks (brush, slots, signs, recent decals…) were shared by every project on the PC.
  • Sign text sits on the board: text goes on the sign's board whichever way it faces, never on its pole beside it, its plain back, or behind a bar across it (the sample street and highway signs); a bare post gets a sign-shaped board at its top.
  • Running the kit's tests leaves your settings alone: some tests could leave the scene folder and data folder pointing at their own test folders.
  • Undo keeps the files right: undoing a change to a rule set (a Street kind, say) now puts the file back too.
  • Home is Home: opening it puts the tool away, so no tab, tool, overlay or status line says a tool is in use while it isn't (the overlay says Home is open).
  • Nothing cut off in a docked window: Fence's three options, Spline's "m apart", the Help window's addresses and long piece names in a kit's review fit (names keep their start and end). Tool rows take the room their names need, so a tab of seven tools no longer wraps at the usual docked width.
  • The Scene status line stays in sight above a toolbar docked at the foot of the Scene view, and wraps in a narrow view.
  • Clearer Scene labels: the Brush's count sits beside its circle and the road's cell count is readable, both on a dark backing.
  • Roads shows road tiles: the palette shows only road tiles while Roads is open, and goes back to what it showed after.
  • Closures and other tools with many settings use more of a tall window before their settings scroll.
  • Vary: Space works with the window in focus, and its settings no longer move when the selection changes.
  • Check > Performance: the heavy mesh you clicked stays lit in the list.
  • Updating a kit with no style (the sample kits) no longer makes a new style for it: Style shows None.
  • What a tool built (a closure, fence, spline, cable) no longer shows "Not in a kit" when selected.
  • Street furniture stands off the road: a kind's distance from the road edge is measured to the near side of what stands on the ground (a bin's side, a light's pole), so deep pieces no longer hang half over the kerb, and lights stand by the kerb with their arms over the road. Dressed roads show their furniture instead of red ghosts over it.

[0.8.0] - 2026-10-10 #

Updating: delete the old product folder (Assets/AllInOnePrefabBuilderKit, or Assets/AllInOneWorldBuilderKit as it was called) before importing this version; your kits and settings are in the data folder and are kept. See the README.

Added #

  • The Move tab (first; Alt+Shift+M): Move, Rotate and Scale what's placed with the kit's snapping instead of Unity's handles: 1, 2 and 3 switch between them (only there). Drag the object itself onto anything (a roof, a table); Move snaps to the pieces nearby and the grid on the axes dragged; Rotate turns round X, Y or Z in steps (R, Shift+R a step round the up axis), back onto the grid; Scale stretches by the box's faces (onto the grid) or evenly in steps by its corners, the bottom staying put. Ctrl moves freely. One Undo step per drag; works in Prefab Mode.
  • Anchor for the Move tab: Point (click a corner, the middle of an edge or face or the centre of the selection) or Pivot, and Move, Rotate and Scale work from there (the anchor lands on the grid). Plus Move by (an exact amount), Put on the ground, Turn each at random, Straighten and Reset scale.
  • Check > Clipping: finds placed pieces that go into each other (by their colliders, or their boxes without), outlines them in red, and pushes them apart, floors, scatter and the pieces of one fence, closure or spline left out.
  • Check > Validate: the scene against the rule set's rules, spacing, setback from the road, triangle budgets, heavy scatter, crowded cells, mixed styles, and two lighting checks (not static; no lightmap UVs), listed by rule and marked in the Scene view.
  • Check > Play: click a spot and Play starts there, the player (tagged Player, else the Main Camera at eye height) put on it facing the view, and put back when Play ends; a game that places its own player reads the spot from PlayFromHere.
  • Check > Measure: click two points for the distance (along the ground, up or down) and the time to walk, run or drive it; click as many points as you like along a path.
  • Check > Performance: what the whole scene (or the selection) costs to draw, objects and triangles against the rule set's budgets, materials, shadow casters, and the heaviest meshes (click to select their copies).
  • Place on anything: every tool aims at and lands on models without colliders too, a pack's models placed straight in (as in Demo City): roofs, roads, tables, by hidden stand-ins of their meshes; nothing is added to the models.
  • Fence moved to the Dress tab (Dress > Fence; Alt+Shift+E still opens it): fencing yards, lots and parks is dressing a street.
  • The Physics tab (Alt+Shift+H): real physics for building, what drops lands on the ground, roofs, tables, shelves and each other, with colliders or without, and you see it fall. The fall runs in a hidden copy of the area, so nothing else in the scene moves and nothing physical is left on the pieces. Space is the main action in every tool.
  • Place: drop the picked pieces, or copies of the selection, under the mouse, throw them from you at a spot, spread them over a box, along a line or round a ring you drag, or stamp one where its ghost shows; tumbling or upright, scaled at random. One Undo step per drop; N drops them again with a new mix.
  • Scatter: spread the selection at random, explode it from a point, heap it into a pile, or nudge each piece a little: they fly, land and settle.
  • Arrange: line the selection up along a line or an arc, round a circle, in a grid, or level it, select, press Space (or the button), then draw where they go; each lands on what's under it. Its Settle section drops the selection onto what's under it, or untangles it (U): pieces inside each other pushed apart, sunken ones lifted back on top, then, if asked, settled.
  • Physics settings every tool shares: bounce, friction, keep upright, time to settle.

  • Move > Select (4): pick placed pieces by a box (its base dragged, then its height) or a circle drawn on the ground, a ball, or everything on screen; only pieces like the selection, of a size or at a height; new, add (Shift), subtract (Ctrl) or intersect (both).

  • Move > Show / Hide (5): hide or lock every placed piece of a category (roads, buildings, props, scatter) while you work, or show only one; the tools aim through what's hidden. Unity's own scene visibility: the scene is untouched.

  • Dress > Vary: makes what's placed look less copied, each piece swapped for a lookalike from its kit (same category, footprint and name family), its materials for the pack's own alternatives, tinted with a palette colour, turned round. Click a piece, or Space for the selection; Back to original. Only the variety the kits have; no pack file changed.

  • Floor signs (Dress > Signs, On the surface): your text laid flat on the ground, a wall or a roof where you click, no board: reading the right way up from where you look; R turns it, editable after placing like any sign.

  • Signs: Turn (°) turns the text (and its backing) on the face, for every sign.
  • Dress > Decals: an image (graffiti, road markings, stains, posters, logos) laid flat on the ground, a wall or a roof where you click (on the grid on the ground); width, turn, tint and brightness, editable after placing; recent images as buttons. The kit's own Decal shader (Built-in, URP, HDRP), one shared material per image and tint.

  • Place > Roads (7): drag a road across the ground and the right tiles go down, straights, corners, T-junctions, crossroads and dead ends from your kit, turned the right way, joined to the roads already there (a straight it crosses becomes a crossroad). Tiles are sorted by their open sides, read from their kerbs; the plainest of each shape first, or your pick. One Undo step per road.

  • Fence > Draw: drag the line a fence runs along, corners where it turns, all the way round if it ends where it began.

  • Dress > Cables: cables hung between two points, sagging in the middle, a wire (power lines, washing lines) or bunting; click pole to pole (from the pole's top) until Esc; sag, thickness, colours, spacing and size; select cables to change them and drag their ends. A Cable component makes its own mesh, so the scene keeps only its numbers; shared materials from the render pipeline's own. One Undo step each.

  • Tilt with T: the other way to turn things. T tilts the next piece (Stamp, the Physics tab's Stamp) or the selection (the Move tab) a Turn step: its front down; Shift+T up: on its foot, so nothing sinks into the ground; hold T and move the mouse to tilt freely, as held R turns.

  • While R or T is held, the axis it turns or tilts about shows through the piece, with the ring it goes round (green: turn, red: tilt), Stamp, Row, Signs, Decals and the Physics tab's Stamp.

  • Turn under the Grid row: how far a press of R turns and T tilts (5° to 90°); with its box ticked, each press first puts the piece back on those steps. Holding R or T turns or tilts freely, any angle.

  • The sample Kenney models have lightmap UVs, so Demo City's lighting can be baked.

  • Sample content: Kenney's Modular Buildings (CC0) as a second sample kit (×5 blocks), and two new scenes in Samples/Showcase: Showcase City (a little city of the sample kits) and Try It (half built, to try the tools on), each with camera spots. Both draw in the Built-in pipeline and URP.
  • Terrain Material Follows Pipeline (a component): a terrain takes the render pipeline's own terrain material when it's loaded, so a scene made in one pipeline never draws its ground pink in another.

  • Hold R to turn freely while placing (Stamp, the Physics tab's Stamp, Row, Signs, Decals): move the mouse sideways for any angle, the piece staying where it is, let go and it's back under the mouse (a click while R is still held places it where it was turned); a tap of R still turns a step.

  • Your own order: drag a tab or a tool along its bar, or a piece to another place in the palette, the number keys follow (Shift+1 is the first tab, 1 the first tool, whichever they are); the ⋮ menu puts everything back in order.

Changed #

  • Unity 6000.0 LTS: the kit now runs on Unity 6000.0 LTS or newer (it needed 6000.3).
  • A keymap that makes sense (mouse over the Scene view or the window, window open): Shift+1 to 7 pick the tabs in order, 1 to 9 the tools of the tab that's open, and every tool has a key of its own straight to it from any tab, S Select, M Move, P Stamp, B Brush, A Arrange, the rest free to set. The keys lead the names on the buttons, greyed: "⇧2 Place", "1 Stamp". The old Alt+Shift tab and tool keys (Alt+Shift+1 to 5, M, H, B, R, J, K, I, E, X) are gone; Alt+Shift+W still opens the window.
  • Settings > Hotkeys: Reset all puts every shortcut you changed back to its default keys.
  • Every mode's help is one or two lines now (the docs keep the detail); click the help (or its ✕) to put it away until ? is pressed again.
  • The mode buttons under the tabs share the row evenly, as the tabs do, their number before their name; when they don't fit, the row scrolls.
  • The window fits any width: a row of choice buttons that doesn't fit becomes a drop-down; other rows of buttons and fields sit side by side when there's room and stack (or carry on on a second line) when there isn't; labels take a share of the window instead of a fixed width; notes wrap; long names shrink instead of pushing the panel wider.
  • The tabs are Move, Place, Physics, Dress, Fix, Check and Settings: the Advanced tab is gone (its tools, when they come, will find a home of their own).
  • The Place tools are in a new order: Stamp, Erase, Brush, Fill, Row, Spline.
  • Row works like Stamp before the drag: R turns the piece under the mouse a Turn step (held: any angle) and a click places just that one; drag and the row lays the rest turned the same way. While dragging, R turns the pieces together, each where it stands. Row has no Fronts face any more: its pieces stand centred on the line as their models do, turned only by R.
  • The cutaway (Move > Show / Hide, and a Cutaway line in the Scene overlay for every tool): Top (C) slices away what's above a height (roofs, the floors above) and Side (Shift+C) what's between the camera and an upright plane, to see and build inside, through the middle of a building. Drag the cut's arrow in the Scene view to put it anywhere. Only the Scene view's picture changes, and every tool aims through what's cut, onto the floor inside.
  • Straighten (G, or the button beside Turn): what you're placing turned and tilted back to none, straight on the grid again: in Stamp, Row, Signs, Decals and the Physics tab's Stamp.
  • The palette's pictures grow to fill the width of the window (the slider sets about how big they are), with no ragged gap.
  • The +n packs button is gone from the mode bar: ⋮ > Add Pack still lists the folders that look like packs.

Fixed #

  • Place > Roads: the straight stretches use the tile named for it (road-straight), before, a tile as open but painted with a zebra crossing (road-crossing) could be picked, and every stretch of road had a crossing on it.
  • The sample kit's street lights face the way their arm reaches, so Dress > Street hangs their lamps over the road (their arms pointed at the houses).
  • The showcase scenes (Showcase City, Try It) are rebuilt: plain roads, lights over the road, room between the buildings, nothing clipping, and grass out to the horizon.
  • Row: starting the drag no longer turns the pieces away from the way the ghost showed them (after turning it with R).
  • A press of R or T after turning freely went to the nearest Turn step and then a step on, so it could skip one (50° to 180°): it goes to the next step that way (50° to 90°).
  • On the grid, a piece narrower than the grid goes in the middle of the cell under the mouse: before, its edge went on the nearest grid line, which could leave it up to half a cell away from the pointer.
  • Placing on top of buildings and props: what a piece stands on (a roof, a table, a shelf) no longer counts as being in its way (its box reaches past where things stand on it), so Stamp's ghost isn't red there and Brush, Fill, Row and Spline no longer leave those pieces out. Only what a piece actually runs into does.
  • Palette colours go on the parts they're for: a piece's walls take a wall colour, its trim a trim colour, its accents an accent colour (Fix > Randomize and Dress > Vary), told by each material's name, else by how much of the piece it covers; glass and lights are left alone. Before, the whole piece took one colour. Choose Any colour, or tick the palette's colours to use (each shown with its swatch), instead of choosing roles; only colours the selected pieces have parts for are offered.

[0.7.0] - 2026-09-30 #

Quick wins, a sample kit and a demo town to try them on.

Added #

  • Sample kit: Kenney's City Kits (Commercial, Industrial, Roads, Suburban, CC0) ship in Samples/; one click (the empty palette, the tour, or ⋮ > Add the sample kit) makes them one kit, sorted, at one scale on a 10 m grid.
  • Demo City (Samples/Demo): a small town built from the sample models, roads with crossings, a fenced park, shops, houses, towers, industry, street lights, a road closure and woodland on a grass terrain, to try every tool on.
  • Fix > Replace: pick the new piece in the palette and swap the selected objects for it, or every copy of a piece (Replace all), each where the old one was: place, turn, own scale, folder, its bottom lined up with the old one's. A warning when the footprints differ. One Undo step.
  • Place > Erase: drag a circle over the scene to remove kit pieces, every piece, only the ones picked in the palette, or one category: with ground and road pieces left alone (Leave floors). Only kit pieces are ever erased. One Undo step per stroke; Alt+Shift+X opens it.
  • Re-roll (N): lay the last Fill, Brush stroke, Row or Spline again in the same place with a new random mix, in one Undo step, and Shift+N selects what was just placed. Buttons for both in the Scene overlay of every Place tool.
  • Saved sets: select a few placed pieces and Save as set (the bar above the palette): the set joins the My Sets kit and is placed from the palette as one piece, snapped and turned together. It's a prefab in your data folder, so changing it changes every copy.
  • Fences that meet: Fence sees any fence already there (built with Fence or Row, placed by hand, anything in the Fence category): corners snap onto its corners and posts, a side that nearly meets it lands on its line, and no piece is placed where a fence piece stands: a side two yards share is fenced once. The fences stay separate.
  • Quick pick (Alt+Shift+Q): a search box at the mouse (or the Quick pick button by the palette's search), type part of a name, Enter, and you're placing it (or it's added to the Brush, Row, Fill… list).
  • Build prefabs: every tool works inside Prefab Mode, pieces go into the prefab being edited (under its root, in its folders), aimed at its own ground and snapped to its own pieces; the scene behind it is never touched.
  • First-run tour: a small card at the top of the Place tab takes a new user through the Prefab Builder one step at a time (Back, Next): add a pack, pick a piece, place it, snapping, the other tools, Dress and Fix, help. Skip hides it; ⋮ > Show the tour again starts it over.
  • Alt-click to pick in every tool: the eyedropper Stamp had now works in Brush, Row, Spline, Fill, Fence, Erase, the Dress tools and Replace: a placed piece Alt-clicked is picked as if clicked in the palette.
  • Drop on the palette: drag prefabs, models, whole folders or Hierarchy objects onto the palette to add them all to a kit in one go: in a category, or each in the one the scanner guesses.
  • Pack check on the Add Pack review screen: what the scan found across the pack, counted (materials for another render pipeline, broken shaders, empty slots, no mesh, scaled roots, odd pivots, characters, weak guesses), Show them, and Unity's Render Pipeline Converter in URP projects.
  • Fix > Doubles: finds copies of the same piece stacked in the same spot (a double click, a paste twice) and removes the extras, keeping one in each spot, one Undo step.
  • Flip (Signs, and the closure's Sign tab): turns a sign's text round onto the board's other face without turning the sign.
  • Copy support info (the window's ⋮ menu): versions, render pipeline and kits on the clipboard, to paste into a support request.
  • What's new: after an update, a small card at the top of the window lists what the version adds, once.
  • The kit's tools raise WorldBuilderEvents.Removed for what Replace, Erase and Doubles remove.

Changed #

  • Unity 6000.0 LTS: the kit now runs on Unity 6000.0 LTS or newer (it needed 6000.3).
  • A piece dragged from the palette into the Scene view follows the grid and snaps to the pieces nearby while you drag (its ghost, as in Stamp), and lands exactly there: before, Unity dropped it freely and it was snapped afterwards.
  • The scanner tells URP and HDRP apart: a URP material in an HDRP project (or the other way round) is flagged as pink too.
  • The scanner measures which way a road piece's lanes run (from its raised kerbs) and faces it along them: Stamp's arrow points where the next piece of road goes, and Row's "along" lays road tiles lanes-first. To update a kit, Review it (Settings > Kits): fronts you set by hand are kept.
  • The scanner never files a tall, narrow piece as a floor: "road-sign-stop" is a sign and a bridge pillar a prop, not road, so Street dressing and Leave floors never take them for road surface.
  • A fence meeting another end to end or at a corner is never red: a fence already there counts as in the way only short of its ends (a new one crossing its middle still is).
  • Placed pieces are named after their kit piece, and the Stamp panel shows it, never the placeable copy's file name, which can carry a code where two pieces share a name ("building-a_fe68"). The sample kit names such pieces by their pack ("commercial building-a", "industrial building-a").
  • The Prefab Builder window, opened from the Tools menu, is brought back into view if it was floating off the screen.
  • A sign has a backing board only when Backing board is on: a piece with no flat face starts with one, but switching it off takes it away (before, it was kept whatever was set). The plain sign keeps its board.
  • On a Terrain with "Only on the ground" on and Terrain awareness off, the Brush says so, and offers to turn it on.
  • The road a closure lays beyond keeps its turn (R, ↻) for each road piece: one pack's roads needing a turn no longer turn another pack's the wrong way. (A turn set before this update is kept only for road pieces picked for the part; press R once for a pack whose copied roads need it.)

Fixed #

  • Esc: Unity won't let Escape be a shortcut, so the kit's three Esc shortcuts were ignored (with a warning in the Console) and Esc didn't cancel a Row, Fill or Fence drag. The tools now read the key itself: Esc cancels, puts Stamp's piece down, or hands the Scene view back to Unity's tools. No more warning.
  • The Brush painted nothing near pieces placed straight from a pack's model and scaled by hand (as in Demo City): it sized them with the kit's scale twice (a 2 m tree counted as 100 m across), so every spot looked crowded. It now sizes what's standing by what it covers in the scene.
  • "Follow the ground" stood a new fence (or a row) on top of a fence already there when it ran alongside it: fences have colliders, and the ground under them was taken to be the fence. Nothing stands on a fence now.
  • A closure's road beyond was laid at the model's raw size (Kenney's 1 m tiles) past a road placed straight from a pack's models and scaled up by hand (Demo City): it copied the tile's own prefab. It lays the kit's piece, at the kit's scale.
  • Replace made the new piece ten times too big when the old one was a pack's model scaled up by hand to the kit's scale (Demo City): it took the kit's scale for a hand scale.

[0.6.0] - 2026-09-29 #

A round of improvements to every Place and Dress tool, the palette and the window, from early-access feedback.

Added #

  • Renamed: the All In One Prefab Builder Kit. The window is the Prefab Builder, its menu Tools > All In One Prefab Builder, its shortcuts under "All In One Prefab Builder" (shortcuts you changed need setting again). Your data folder, kits and settings are unchanged.
  • A cleaner window: flat tabs, each tool in titled cards (its pieces, its settings with Grouping in a section of its own, the palette with a count), a two-row palette filter bar, soft tiles behind the pictures, and one notice bar look for what's selected, renaming and new categories.
  • Fill: Area / Selection / Inverse. Selection fills the outline of what's selected, Margin out past it (or inside it); Inverse fills round the selection (Round it metres round it, or a dragged rectangle as its bounds) or Inside what it closes off (a fenced yard, a courtyard). Stay on this floor keeps to the floors selected. When pieces find no room, Fill says why.
  • Floors on top of the ground (Stamp, Row, Fill; on by default): ground and road pieces sit just above the ground under their whole footprint, never sunk into it or flickering with it.
  • Row and Spline share their settings, in the same order: Count and Gapped to fit (exactly Count pieces spaced evenly along the line; a closed spline all the way round), random order (mostly random: never three of the same in a row), follow the ground; Spline has Curved besides.
  • Fence follows the outline of what's selected (an L-shaped area gets an L-shaped fence); each fence is one object, and changing Margin with it (or what it goes round) selected builds it again. Its picked pieces have roles: Panel, Post, Gate, Corner.
  • Stamp: More > Random turn, Random scale and Tilt to the slope, rolled again after every stamp.
  • Brush and Fill share their settings and values (the Brush has its Radius besides): Density (with how many pieces it makes), Stay on this floor, Place over red and More (random turn and scale, only on the ground, tilt to the slope).
  • One grouping for every tool (Stamp, Brush, Row, Spline, Fill, Fence, Closures), with an on / off switch: what's placed goes into it, and Combine merges it into a few meshes, keeping the pieces' colliders.
  • Street: Mirror sides (each piece has its twin straight across the road) and Turn (°) per kind; kinds as tabs, double-click one to rename it, right-click to move or remove it, + to add one.
  • Closures: the Wall takes pieces from the palette, with its invisible collider as a switch of its own; Over road already there; Turn round is a setting; clicking and dragging look through what stands in the way.
  • Signs: text depth, and a backing board that follows the text (its size set by hand if you like).
  • Pieces: Rename (right-click in the palette), kept through re-scans, its placeable copy, the placed copies still named after it and their folders follow. A new category or floor type files the placed copies in their new folder too. New category… makes one of your own, with a scene folder.
  • The Selected bar above the palette: a kit piece selected in the scene is framed in orange in the palette, Pick up, Rename…, its menu. Something that isn't in a kit yet (a prefab, a model, a scene object): Add to kit makes it a piece of a kit (or of My Pieces, a kit of your own) in a category, in one go.
  • Leave out duplicate pieces (the ⋮ menu): the same name and size in any kit, one of each kept.
  • The Scene overlay shows each tool's most used settings (the same settings as its panel, kept in step both ways) and the Grid row, in the same place for every tool that follows it.
  • Messages show as a bold box across the top of the Scene view (amber when there's something to fix).
  • A Clear button under every list of more than one picked piece.
  • Runtime: WorldBuilderFence (what a fence goes round).

Changed #

  • Unity 6000.0 LTS: the kit now runs on Unity 6000.0 LTS or newer (it needed 6000.3).
  • Snap to pieces (was Lego snap) and the grid are separate switches: either, both (snapping to a piece wins) or neither. Snap to pieces puts a piece flush against the pieces near it and lines it up along that side as well as it can; flat tiles snap side by side (a road brought up to a road lies right beside it); a piece takes the turn of what it snaps to; with Place over red on, a piece pushed into another still lines up with it. The Flush, "snap dropped pieces" and "snap after moving" options are gone.
  • The grid is the same for every tool that places things (Stamp, Brush, Row, Spline, Fill, Fence, Signs) and every one follows it, with faint grid lines while placing; its row is only in the Scene overlay. Row runs along X or Z only with the grid on (Ctrl: any angle).
  • Row, Spline, Fence and Signs have Snap to pieces too: their first piece, points and corners snap to the pieces near them.
  • Picked pieces are listed with pictures, scrolling past three; the settings scroll on their own past eight lines; the mouse wheel scrolls whatever it's over. The Dress tools are laid out the same way, their pieces on top, each with a dropdown (a closure's part, a street kind).
  • Rows of tabs (the window's tabs, the mode selector, Closures' parts, Street's kinds) scroll sideways when they don't fit.
  • Packs found in the project show as a small +n packs button in the mode bar instead of a banner.
  • Closures go wherever you point or draw them (any road edge, or a line anywhere), and the road beyond meets the road's end flush.

Fixed #

  • A sky dome or skybox object round the scene (250 m or more every way) no longer turns every ghost red.
  • Stay on this floor sees ground and road pieces without colliders.
  • Random order and the pieces' own scale work in Row and Spline.
  • A short, wide road stub has its real end as its end (closures and Street); Street dresses a single road tile.
  • Cones and barriers stand centred on the road's lanes, level with the road.

[0.5.0] - 2026-09-26 #

Stage 4: the Dress tab, Street, Closures, Signs. The first early-access upload.

Added #

  • Dress > Street: your own kinds of street furniture (the rule set ships Street lights, Bins, Benches, Hydrants and Bus stops, empty), each with its pieces, distance from the road edge, density and alternating sides. Select road tiles and dress the selection, or drag over roads: ghosts first, fronts to the road, clear of corners, road ends and doorways. Each piece becomes a child of its road tile; dressing again replaces what the dresser placed; Clear takes it away.
  • Dress > Closures: barriers, cones, a sign, a wall and the road carrying on, each part with its pieces, sliders and quarter turns, across one road tile. A closure is selected once built, so every change builds it again in place.
  • Dress > Signs: your text on a sign board (or a plain post-and-board sign): text, font (yours, one that came with the pack, or Unity's built-in one, none shipped), colour, size, where it sits, both sides and a backing board. A placed sign is edited by selecting it. Text is drawn with the kit's own shader (URP, HDRP and Built-in passes), hidden behind what stands in front of it.
  • Unity's own tools with the window open: Q, W, E, T, Y, a tool in Unity's toolbar, or Esc with nothing to cancel hands the Scene view back to Unity until a piece or a mode is picked again.
  • Spline: Z lays it, X closes the loop (or click the last point again, double-click, right-click; Lay it / Loop / Clear in the Scene overlay).
  • Runtime: WorldBuilderMark, WorldBuilderClosure, SignText and the Sign Text shader.

Changed #

  • Unity 6000.0 LTS: the kit now runs on Unity 6000.0 LTS or newer (it needed 6000.3).
  • Road pieces file in a Roads folder inside their floor type (World/Ground/Asphalt/Roads); closures in a Closures folder inside it. Tidy scene folders leaves a closure's parts inside the closure.
  • Esc with nothing to cancel hands the Scene view to Unity's tools (it used to go back to Stamp).

[0.4.0] - 2026-09-26 #

Stage 3: Row, Spline, Fill, Fence.

Added #

  • Place > Row: drag to lay pieces in a straight line (end to end with a gap, or one every so many metres) fronts facing one side (front edges on the line) or along it; several pieces in turn or at random; a cap for each end; Count; spread to fit; follow the ground; stay on this floor; pieces really standing in something show red (ground, roads and sidewalks never count) and are left out unless Place over red, one switch shared with Stamp, is on. The row starts on the first piece's ghost exactly where it stood when pressed (Lego-snapped): pressing never moves or turns it; the drag sets its direction and length, and every piece keeps the facing the ghost showed. R turns the fronts (left, right, along). One Undo per row.
  • Place > Spline: click points for a curve (or straight lines), the pieces laid along it and turned to it. Esc lays it, Enter closes the loop, Backspace clears. A laid spline stays editable: drag, add and remove points, change its settings or pieces, and lays itself again incrementally (only the pieces that move change). Dragging a point keeps it on the ground right under the mouse. Runtime: WorldBuilderSpline (data only).
  • Place > Fill: the brush over a rectangle. Pick pieces (weights and kinds, as on the brush) and drag an area: ground and road pieces tile it (lined up with snapped tiles, never over tiled ground or what stands there), the rest is spread over it to a density with a random turn, never overlapping. Small pieces go into the brush's scatter group.
  • Place > Fence: drag a rectangle or fence the selection: panels all the way round, posts or a corner piece on the corners (and between panels if asked), an opening with the gate or a gap on a side or toward the road. Fixed (on by default) knows the panel length and only makes whole-panel fences; each side runs corner to corner, panels centred on the line, so the sides meet on the corners. A clicked gate or post goes to its own slot.
  • Palette right-click > Scale: a piece's own scale (50 to 200 %, or custom) on top of its kit's; its placeable copy is remade, so copies already placed change with it; kept through re-scans.
  • Single / Multiple picking for Brush, Row, Spline, Fill and Fence: one piece at a time, or several (switching clears the picks; weights only show in Multiple). Caps, posts, gates and corners are set from the palette's right-click menu (Use as …).
  • Every labelled control shows its description when hovered anywhere over it (the box, button or slider too, not only its label).
  • Shortcuts: Row, Spline, Fill and Fence modes; R turns the fronts; Esc cancels (then back to Stamp; Spline: lays it); Enter and Backspace for splines. The World Builder's keys work while the mouse is over the Scene view, even after clicking the palette. The cheat sheet lists the new mouse controls.

Changed #

  • Unity 6000.0 LTS: the kit now runs on Unity 6000.0 LTS or newer (it needed 6000.3).
  • Tidy scene folders leaves a spline's pieces inside the spline.

Removed #

  • Fill types from the rule set (Fill fills with the pieces you pick instead).

[0.3.0] - 2026-09-26 #

Stage 2: brush, combine, randomize, terrain.

Added #

  • Place > Brush: pieces picked in the palette with weights and kinds; drag to paint to a density with random turn and scale; Shift-drag erases; [ and ] resize; only on the ground; tilt to slope. One Undo per stroke.
  • Brush: Stay on this floor (a switch, or hold Ctrl): a stroke only paints on the floor type it starts on, never spilling onto roads or pavement.
  • Floor types grouped by colour: ground pieces (the colour of their top, read from the texture at their own UVs) and terrain paint layers join the floor type of the nearest colour when no word in their name decides, or a new one named after their colour. Settings > Floors & Terrain lists them: rename, recolour, delete, move a piece or layer to another floor type or take it out, add, sort again. The shipped floor types have colours.
  • Scatter copies of small pieces (no colliders, no shadows, small-props layer: added only after asking), in named scatter groups.
  • Combine Scatter per group: one mesh per chunk and material, originals kept switched off (EditorOnly); un-combine; incremental (unchanged chunks keep their meshes); chunk meshes saved in the data folder.
  • Runtime: LayerCullDistance (per-layer camera culling for scatter), ScatterChunk.
  • Fix > Randomize: turn, tilt, scale and palette colour within ranges, from a seed. Palette colours are shared material variants of the kit's materials; Clear colours.
  • Settings > Floors & Terrain: terrain awareness (follow height, slope for chosen categories, floor type from the dominant paint layer), flatten under buildings, flatten under the selection.
  • Shortcuts: Brush Mode, Randomize Mode, brush resize and back to Stamp.
  • When a stroke paints nothing because the ground has no floor type, the Brush panel says so and fixes it in one click. Density shows as a count in the circle, editable either way.
  • Any piece can be put in a floor type (not only ground): right-click it in the palette or on the review screen, or search and add it (or drag prefabs and Terrain Layers onto a floor type) in Settings > Floors & Terrain.
  • Scene folders: pieces with a floor type under Ground by floor type (World/Ground/Grass); copies of a piece in a folder named after it; copies that touch each other (a field of tiles, a run of fence) in a numbered folder inside that (Grass_Tile/Grass_Tile (1)), merged when a new piece joins two. Tidy scene folders files an existing scene the same way (one Undo step).
  • Palette: right-click a piece > Category moves it to another category (a hand edit, kept through re-scans).
  • The mode bar scrolls when its modes don't fit the window (mouse wheel or its arrows); the chosen mode stays in view.

Removed #

  • Ground-type rules ("category X only on floor type Y", shipped with trees only on grass): Stamp and Brush never refuse a piece because of the floor under it. Stay on this floor replaces them for keeping the brush where it belongs.

Fixed #

  • The first scatter copy of a kit failed when its folder didn't exist yet (caught by the new tests).

[0.2.0] - 2026-09-26 #

Stage 1: the World Builder window.

Added #

  • The World Builder window (Tools > All In One World Builder > World Builder, Alt+Shift+W): tabs Place, Dress, Fix, Check, Settings, Advanced; a mode selector per tab; help per mode; an overflow menu; packs in the project that aren't kits yet offered at the top.
  • A Scene view overlay with the active mode's essentials and a one-line hint.
  • Place > palette: every piece of every visible kit, favourites first, recent pieces, search, kit and category filters; click to make active, drag into the scene, right-click to favourite.
  • Place > Stamp: a ghost preview (green fits, red overlaps or breaks a ground rule) with a front arrow; click to place, Shift-click over an overlap, R / Shift+R to turn, Esc to put down, Alt-click eyedropper. One Undo step per piece.
  • Lego snapping: flush to neighbours within the snap distance, else the category's grid (box edges on grid lines, whatever the pivot); on drop and after moving (kit pieces only).
  • Stamp: Place over red (click places even where the ghost is red; O toggles it; Shift-click places over red once), hold Ctrl (Cmd) to place freely, a snap distance slider; sideways snapping only counts pieces really beside it (the tile underneath no longer pulls a piece to its edges).
  • Grid control while placing: the grid in use shown in the Stamp panel and overlay; ÷2 / ×2 (or [ and ]), type a value, Auto, and Keep (make it the category's grid, or the kit's cell for tiles, for good); grid lines under the ghost.
  • Auto-parent: placed and dropped kit pieces file under their category's scene folder; never re-parent list.
  • Ground-type rules checked while placing (the shipped example: trees only on grass).
  • Fix > Ground (snap to ground, align to slope), Floating (find floating / sunken objects, fix one or all), Select (select similar by piece, kit, category or tag, in the scene or in view).
  • Settings > Kits, Styles, Rules (with Reset to defaults), Palettes, Folders (with ask-first layer and tag creation), Presets, Hotkeys (rebind, reset, cheat sheet).
  • Every action a Unity shortcut; the Stamp keys only while stamping.
  • Extensibility: WorldBuilderMode for your own modes and tabs; WorldBuilderEvents (Placed, Changed, Removed).
  • Tests for snapping, ground tools, floating scan, select similar, auto-parent, ground rules, modes and shortcuts.

[0.1.0] - 2026-09-26 #

Stage 0: the foundation.

Added #

  • Data assets: Kit, Style, RuleSet (every placement rule as data), Character Profile, Palette; project settings (layers, tags, surfaces, scene folders, pack detection) stored in ProjectSettings/.
  • A default RuleSet based on common city-building practice, a standard 1.8 m Character Profile and two palettes, made in your data folder the first time they're needed.
  • Pack scanner: finds every prefab and model in a pack (models already wrapped by the pack's prefabs are not counted twice), measures footprint, height, triangles (LOD 0), materials and pivot, and flags problems (empty material slots, shaders for another render pipeline, scaled roots, animated characters, pieces with no mesh).
  • Automatic sorting into categories from the words in names and folders, then shape; corner pieces, surfaces and window material slots guessed too. All keyword lists are editable data.
  • Add Pack wizard (Tools > All In One World Builder > Add Pack...): packs found in the project are offered; choose a folder in the window's own folder browser or drag one in; or import a .unitypackage through Unity's own import window; or add a .zip or folder from disk (free kits): copied into Assets/Imported Packs/ keeping one model format (FBX first) and leaving out previews, links and executables; a folder of several packs or zips adds each. Then the review screen: thumbnail grid with category dropdowns, filters, multi-select, a visual front-side picker in the Scene view, kit grid cell and scale (with a hint when a pack looks built at a different scale), window slot, surface, snap points, "looks wrong" flag and notes. One click makes the kit.
  • Placeable copies: prefab variants of each piece in your data folder with a collider, static flags and a Surface Tag as the category's rules say. The pack's own files are never changed.
  • Re-scan keeps every hand annotation; unchanged files are not measured again. Kits can be renamed, merged, hidden and removed.
  • Presets (Tools > All In One World Builder > Presets...): rule sets, character profiles, palettes, styles, kit annotations and settings as one plain JSON file; "this kit's annotations only"; import merges or replaces, with a preview first.
  • Runtime: SurfaceTag component and ISurfaceSource interface.
  • EditMode tests for the scanner, categoriser, measurer, kit guesses and presets.

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