Draw whole powerline runs in seconds. One component stores the data; poles, sagging wires and wall taps are generated, batched, and always undoable.Power lines are set dressing. They should take minutes, not an evening of dragging prefabs and eyeballing sag.Nimble Poles is a scene tool for laying utility poles and wires the way you would sketch them: Ctrl+Click the ground and a wired pole appears. Keep clicking and the run grows. Drag instead, and a whole evenly spaced, ground-snapped run is laid in one gesture.Ctrl+Shift+Click a wall and a service drop lands on the building, aligned to the surface and mounted to it, so it follows if the building ever moves.Your scene stays clean. The scene file stores exactly one component: the manager that owns the data. Every pole and cable you see is a generated view, rebuilt after each edit and never saved into the scene. Scene files stay small, merges stay sane, and every operation is plain undoable data.It performs. All wires in a network are one merged mesh drawn in a single draw call, with thickness expanded in the vertex shader. Poles static-batch at runtime. A scene with thousands of wire segments renders like a handful of objects.Poles get personality. Real pole lines are never perfectly straight or plumb. Placement adds a touch of random yaw and lean, tunable per network, per selection, or per pole: inherit the network's scatter, roll your own seed, or author an exact lean. Reroll any scope for a fresh scatter.Editing is direct. Click a node, or a cable, and edit it in the inspector: position, yaw, tilt, model override, wires. Box-select for batch edits across a whole run, or drag the entire selection to a new spot with one handle. Subdivide a span, fill a gap with evenly spaced poles, insert a pole into an existing wire, rewire through deletions. Networks are curation: rename, merge, move nodes between them, select a whole run in one click.It respects your forest. The tree clearance tool marks every terrain tree inside a wire corridor, filterable by type and height, and clears the ones you confirm. Undoable, and prop GameObjects are never touched.It ships with your game. By default the view rebuilds on scene load, which is fast at powerline scale. For baked lightmaps, occlusion culling or navmesh workflows, Bake View For Build freezes the view into ordinary static scene objects, and Unbake brings the live workflow back.Not every pole needs every wire. Toggle which anchors carry wires per pole, and a span only carries as many cables as its thinner end: the branch toward one house runs a single wire from the right insulator while the main run stays full. The choice is inherited as you keep placing, so a thin branch keeps growing thin.Bring your own art, or start with ours. A hand-painted utility pole and a matching wall tap are included and assigned by default. Swap in any prefab: add anchor components at the insulator tips and every anchor carries a cable, however many you author. Taps take per-tap model overrides with rotation and position offsets, and a tap model can author an anchor of its own so the line lands on the model, the way the bundled wall tap catches it at its mast tip.What's includedFull C# source (runtime and editor assemblies), no DLLsHand-painted utility pole with a custom collision mesh, and a matching wall tapDemo scene, offline manual, Getting Started windowScene-view shortcut overlay and a fully iconed custom inspectorRequirementsUnity 6 or newerUniversal Render Pipeline (URP). The bundled wire shader and materials target URP; Built-in and HDRP are not supported in this version.Support via the publisher contact on this page. The manual ships in the package and the quick start is five steps long.KEY FEATURESData-driven: the scene stores one manager component; all poles, wires and taps are a generated view, rebuilt on edit and never saved into the scene filePlacement tool: Ctrl+Click to chain wired poles, Ctrl+Drag to lay an evenly spaced ground-snapped run, Ctrl+Shift+Click a wall to mount a service-drop tapAll wires in a network render as one merged mesh with one material: a single draw call in the color pass, none in shadow passes; thickness expanded in the vertex shader; catenary sag per spanPoles static-batch at runtime; Bake View For Build freezes the view into ordinary static scene objects for lightmapping, occlusion culling and navmesh workflows (fully reversible)Direct editing: click any pole, tap or cable to edit it in a custom UI Toolkit inspector; box-select for batch edits (tilt, model, seed, anchors) and group dragging with per-pole ground snapWire curation: enable or disable anchors per pole and cap cables per span; choices are inherited as you keep placingPer-network tilt scatter with per-pole seeds, overrides and reroll at any scopeNetwork verbs: rename, merge, move nodes between networks, select all, subdivide, fill gap, insert into wire, rewire through deletionsTree clearance: marks terrain trees inside wire corridors (filterable by prototype and height), clears confirmed ones; undoableBring your own art: any prefab works; cables attach to PoleAnchor child transforms, one cable per anchor, any countPer-tap model override with rotation and position offsets; a tap model can author an anchor that catches the line on the model (the bundled wall tap does)TECHNICALFull C# source, no DLLs; separate runtime and editor assembly definitions, editor code never ships in buildsEvery operation is undoable serialized data; safe with version control and prefab workflowsIncludes a hand-painted utility pole (1024 albedo, custom collision mesh), demo scene with step-by-step tutorial, PDF manual and a Getting Started windowREQUIREMENTSUnity 6.0 or newerUniversal Render Pipeline (URP): the bundled wire shader and materials target URP. Built-in and HDRP are not supported in this version, but any custom wire material can be assigned.Development was AI-assisted, human-directed; art is hand-made.

