Non-destructive CSG brush modeling for Unity. Build geometry with boolean operations in real-time.
Real-time face hover, operation-colored wireframes, and click-to-select in the Unity editor.
Combine simple brushes into complex geometry with real-time boolean operations.
A + B
Merge brushes together. Add geometry to build up your scene.
A − B
Carve and cut. Remove geometry to create holes, doorways, windows.
A ∩ B
Keep only the overlap. Create complex shapes from simple primitives.
Scene overlay toolbar, keyboard shortcuts, and visual feedback so you never leave the viewport.
Chisel-style algorithm processes each brush independently. Fragments are split and evaluated against the full boolean chain.
World-space grid chunking with dirty tracking. Only affected chunks rebuild. Time-sliced across frames for smooth performance.
Not editor-only. Generate and modify CSG geometry at runtime for procedural levels and player-built worlds.
Plane math uses doubles internally. No precision collapse at world-scale distances. Float only at mesh output.
Later-brush-wins tiebreaker prevents z-fighting. No duplicate surfaces or flickering between overlapping faces.
Each chunk generates a MeshCollider automatically. Physics-ready geometry with zero extra setup.
Full Unity Undo integration. Every brush add, shape change, and face drag is undoable.
Install from git URL via Package Manager. Clean runtime/editor assembly split. No dependencies.
Fully open source. Use in commercial projects, modify, redistribute. No attribution required.
Start with built-in shapes. Combine them to build anything.
Chisel-style per-brush CSG in four steps.
Each brush's polygons are split against planes of all overlapping brushes, creating convex fragments.
Each fragment is classified as inside, outside, or coplanar relative to every other brush.
The boolean chain is evaluated for both sides of each fragment to determine visibility.
Visible fragments are clipped to chunk bounds and built into Unity meshes with colliders.
CSG at runtime in a few lines.