Easily create levels by simply taking existing geometry you've made and intersecting meshes together. Slide things together and never worry again about how your level lines up; everything is dynamic!Works great on Standard Unity Pipeline, URP, and HDRP! Poseidon changes underlying meshes, which shouldn't matter for Pipelines. Example scenes and materials were made using Built-In/Standard Render pipeline and can be auto-upgraded.Discord (Support) | DocumentationPoseidon CSG: Easily create levels by simply taking existing geometry you've made and intersecting meshes together. When two meshes with our script are intersected together, the end result is a clean, dynamic, union of the two.Need a tunnel added to your room? Slide it in. Need to connect two spaces together? Slide them together. Using Poseidon is extremely intuitive and can greatly speed up your level creation! No more having to go back to a 3D modeler to punch holes in your environments - Poseidon handles all of that dynamically!FeaturesCarve meshes together just by intersecting them with each otherAuthor geometry in the 3D modeler you already use, and import carvers automatically with a simple naming conventionEasily merge interior-facing meshes together by simply intersecting them with each otherCreate proper geometry in your 3D Modeler of choice - no more having to mess with in-editor alternativesFully non-destructive workflow - everything is dynamic and can be undone, your source meshes are never modified, and you can remove Poseidon entirely when you're done with itNo lock-in: Doesn't force you to use it for everything, unlike other toolsEditor-time runner that recarves automatically as you move, rotate, scale, or re-importFrame-budgeted async carving, so big carves never freeze the editorRuntime carving for procedurally generated levelsWorld-space and object-space UV projection to kill texture seams where meshes meetLayers and Carving Groups for nesting and isolating carvesSource-available — ships as plain C#, no DLLs, so you can read it, debug it, and extend itPoseidon is useful if you want to be able to connect 3D spaces to each other dynamically, allowing you to create the meshes you want, and not have to anticipate every possible way they could ever be used by a level designer. Poseidon allows a level designer to make subtle tweaks to levels without having to send a mesh back to an artist. Poseidon allows you to create modular levels with very few pieces but without everything feeling repetitive and allows you to create unique geometry!If you want to find out more before buying, please check out our website or join our discord server with any questions you may have about how Poseidon works.Unity & pipelinesUnity 2022.3 LTS or newer (officially supported and tested).Built-in, URP and HDRP — Poseidon edits meshes and doesn't touch your materials or shadersWhat's includedFull C# source in two assembly definitions (runtime + editor). No DLLsExample scenes covering intersection, layered mode, UVs, and runtime carvingXML documentation, so everything shows up in your IDEEditorAutomatic recarving on transform, mesh and setting changesScene view overlay, Deferred Mode, and per-project preferencesOptional Mesh Cleanup post-pass to reduce triangle countsAuto-importer: name a locator _POSEIDON in your modeler and it imports as a carverRuntimeEntirely opt-in — nothing installs or ticks unless you enable itFrame-budgeted carve operations with progress reportingPoseidonRuntimeService for automatic change detection, or manual PoseidonOperation controlCallbacks and hooks for feeding NavMesh, custom colliders, or exportersRequirements & limitationsMeshes must have Read/Write Enabled (the inspector warns you and offers a one-click fix)Carvers work best as closed meshes; open bottoms can produce unexpected resultsCarving runs frame-divided on Unity's main thread — Job System support is on the roadmapAI was used for identifying fixes to bugs, creating unit tests to harden the tool (not shipped), and produce internal code comments and documentation. The majority of the code was human-written, with a few exceptions for custom inspectors, obscure bug fixes and optimizations. No assets were generated.

