
Runtime Level Design (Legacy)
A scripting system and API designed to facilitate the creation of runtime level editors and modding tools within Unity-based applications.

A scripting system and API designed to facilitate the creation of runtime level editors and modding tools within Unity-based applications.

Runtime Editor provides the necessary scripts and prefabs to construct complex scene editors and modeling applications directly within a running Unity project. It bridges the gap between development and runtime by offering familiar gizmos, transform handles, and asset management systems.

The Runtime Asset Database replicates the core prefab and asset management concepts of the Unity Editor within a live application. It provides developers with a robust API for runtime save/load systems, supporting addressables and external importers.

Mesh Baker is a performance optimization toolkit designed to reduce batches by combining meshes and materials. It offers a flexible, non-destructive workflow for managing complex scenes and character customization.

Dynamic Mesh Cutter provides a high-performance algorithm for splitting meshes at runtime via plane intersection, offering specific support for skinned meshes and ragdoll systems.

This utility bridges the gap between vertex-based data and texture maps, offering both editor-time batch processing and real-time conversion through a dedicated extension method for the Unity Mesh class.

Broccoli Tree Creator offers a procedural approach to building vegetation in Unity, allowing developers to manipulate everything from trunk curvature to sprout alignment through a node-based interface.