A comprehensive Level Design toolkit for Unity Editor. 15 specialised tabs covering spawn management, zones, pacing, player flow, tech analysis, path tools, lighting, and more.Fog presets write to RenderSettings. In URP/HDRP projects,use Volume Profile > Fog for atmospheric effects instead.All other features are render pipeline agnostic.LevelGod is an all-in-one Level Design & Environment toolkit that lives entirelyinside the Unity Editor — zero runtime overhead, zero dependencies.──────────────────────────────────────── CORE WORKFLOW────────────────────────────────────────• Spawn Point Manager — place, group, and filter spawn points with grid/random distribution. Import existing scene objects tagged "SpawnPoint" in one click.• Zone Manager — draw concave polygon zones (ear-clipping algorithm), link zones to spawn points and audio, import BoxColliders as zones automatically.• Path Tool — distribute prefabs along a line or circle with Catmull-Rom spline interpolation (Unreal-style). Fence mode auto-calculates count from prefab width.• Scatter Tool — paint prefabs across terrain/meshes with density, scale variance, and slope/height filters. Cancelable progress bar for large areas.• Modular Building — snap-to-grid prefab placement with surface-normal alignment, LOD auto-setup, bottom-snap offset, and Replace Selected workflow.──────────────────────────────────────── ANALYSIS────────────────────────────────────────• Scene Health Check — LD linter that flags zone/spawn mismatches, orphaned audio sources, overlapping spawns, and spawns outside any zone.• Tech Analysis — detects narrow passages (collision), prefab health issues, accessibility problems, and Z-fighting via bucket-based analysis.• Pacing Tab — analyses zone rhythm, flags imbalances, and compares your layout against an ideal encounter pattern.• Player Flow — place waypoints, visualise height graphs and FOV cones, run encounter analysis along the path.• Heatmap — triangle-count per grid cell, PNG export, navmesh warnings.• Dimension Tool — measure distances, place human-scale references, draw FOV circles.──────────────────────────────────────── CREATIVE & DOCUMENTATION────────────────────────────────────────• Pacing Tab — analyses zone rhythm, flags imbalances, and compares your layout against an ideal encounter pattern.• Player Flow — place waypoints, visualise height graphs and FOV cones, run encounter analysis along the path.• Heatmap — triangle-count per grid cell, PNG export, navmesh warnings.• Dimension Tool — measure distances, place human-scale references, draw FOV circles.──────────────────────────────────────── CREATIVE & DOCUMENTATION────────────────────────────────────────• Lighting Tab — named presets (Morning / Noon / Evening / Night / Storm / Foggy), one-click scene apply, moodboard with drag & drop texture references.• Landscape Tab — biome painter with slope/height blending, water-level plane (Built-in / URP / HDRP), erosion overlay.• Snapshot Tab — scene screenshot with A/B comparison.• AutoDoc — generates a full Markdown report (zones, spawns, props, poly count, flow, pacing) with A/B diff support.• Revision Tab — feedback tracker with scene pins, filters, and JSON/CSV export.• Note System — drop contextual notes anywhere in the scene.• Prop Manager — scan scene for props, analyse repetition, swap prefabs in bulk.──────────────────────────────────────── QUALITY OF LIFE────────────────────────────────────────• 5-language UI: English, Turkish, 中文, 日本語, 한국어• 4-step welcome tutorial + per-tab hint banners• All data stored as ScriptableObjects — survives domain reloads• JSON import/export for spawn points, zones, and notes• VS Code-style vertical sidebar with icon tooltips• Unity 2022.3 LTS and aboveVersion: 3.0.0Unity: 2022.3 LTS or higherRender Pipelines: Built-in, URP, HDRP(fog presets write to RenderSettings — use Volume Profile > Fog for URP/HDRP)Runtime Impact: None — Editor-only assembly (includePlatforms: Editor)Dependencies: None (no third-party packages required)Platforms: Windows, macOS, Linux (Editor only)Data Storage: ScriptableObjects at Assets/LDGod/Data/Languages: English, Turkish, Simplified Chinese, Japanese, KoreanScripting: C# — LDGod namespace, single assembly definitionAI assistance (Claude by Anthropic) was used in the following parts of thispackage's development:1. Code implementation — AI was used as a pair-programming assistant throughout development, helping write, review, and refactor C# Editor scripts including tab logic, the localization system, zone polygon algorithms, and data layers.2. Localisation — The Chinese (Simplified), Japanese, and Korean translations of all UI strings (~250 keys) were produced with AI assistance and reviewed for technical game-development terminology accuracy.All generated code and translations were reviewed and tested by the developerbefore inclusion.





