Appearance
Saving and exporting
A BlockoutAsset stores the editable level definition and its generated mesh. A scene instance uses that mesh and its material assignments. Save the asset in TopView Blockout and save the scene separately through Unity.
File menu
Open Corner: TopView Blockout at the left of the level toolbar.
| Action | Result |
|---|---|
| New Level... | Create a new BlockoutAsset. Save your levels inside Assets. |
| Open Level... | Open an existing BlockoutAsset. |
| Save | Save the definition and build its current geometry. |
| Save As... | Create and open a separate level definition with its own generated mesh. Its builds do not update prefabs linked to the original level. |
| Open Recent | Open one of the last ten levels used in this project. Renaming an asset does not remove it from this list. |
| Export > Prefab | Create a linked prefab or an independent snapshot. |
| Export > FBX... | Export the generated geometry with Unity's optional FBX Exporter package. |
Save As... requires a new filename. References to shared Level Templates and custom material assets remain references to those assets; it does not duplicate every dependency.
The toolbar save button indicates unsaved asset changes. The BlockoutAsset Inspector also provides Build / Save, Add to Scene, Prefab… and FBX…. Its Level dimensions show the last successfully built mesh in metres, excluding scene instance scale.
See Keyboard shortcuts for file commands.
Live and pending geometry
Live, at the bottom right of the editor, rebuilds the level as you edit. During a drag, visible geometry can update before the mesh collider; the collider refreshes when the gesture ends.
The status area reports build progress and the duration of the last successful build. Triangle and vertex counts describe the last built mesh. They remain visible while a newer edit is pending or invalid.
- With Live off, Geometry pending means the preview still shows the last built mesh. Click Generate, use Save, or enable Live to update it.
- During a build, Cancel build stops that build and retains the previous geometry. Your authoring edits remain pending. The next edit, Save, or re-enabling Live resumes building.
- Building or opening a level does not create a scene instance.
Scene instances
Use Add to Scene to build the level and create or reveal its scene object. If an instance already exists in a loaded scene, the action selects and frames it. When no instance exists, Hierarchy displays Not in scene with an Add to Scene action.
To place another linked instance, drag the BlockoutAsset from Project into Scene. The editor builds it, assigns its materials and places the base center at the drop point. The placement supports Undo. Later successful builds update instances that refer to that source.
Use a scene instance or an exported prefab when placing the complete result. A raw Mesh subasset does not carry the renderer's material assignments.
Errors and recovery
Crossed edges or coincident points can make an outline invalid. The editor keeps the requested edit and marks the problem in red. Error · block name remains available with Live off; click it to select and frame the block and move the height slice to it.
Save writes the authoring definition before attempting to build. If that build fails, your edits are saved while the last valid mesh remains visible. Correct the outline and rebuild, use Undo to restore an earlier edit, or press Esc while a gesture is still active to cancel that gesture.
Build and export errors also appear in the editor. A failed build cannot supply updated geometry for an export. When the editor has a level open, entering Play Mode forces its pending changes to build; a failure cancels that transition.
Build in Edit Mode, outside Prefab Mode. If the result is empty, check that enabled Add geometry has not been entirely removed by Subtract volumes. If a visible output has an inactive parent, activate that parent in Unity's Hierarchy.
Prefab exports
Choose Corner: TopView Blockout > Export > Prefab, then select an export type and save the prefab inside Assets. Both types build the current level first and include a mesh collider when Mesh Collider is enabled and there are triangles to collide with.
| Export type | Ownership and later changes |
|---|---|
| Linked prefab (updates with this level) | Refers to the source BlockoutAsset and its generated mesh and materials. Later successful source builds synchronize the prefab's mesh, materials and collider setting. Keep the source asset. |
| Independent snapshot (mesh and materials copied) | Copies the mesh and materials into a separate geometry asset beside the prefab. The prefab contains no BlockoutAsset reference and does not update when the source changes. Referenced textures remain shared assets. |
Keep a snapshot's companion geometry asset and its referenced textures and shaders with the prefab. Keep the editable source separately if you want to continue authoring the level.
FBX export
Choose Corner: TopView Blockout > Export > FBX... and select a destination. This action requires Unity's FBX Exporter package, com.unity.formats.fbx. If a compatible exporter is unavailable, the editor offers Open Package Manager.
Use an exporter version that supports configurable binary output; the development project uses FBX Exporter 5.1.6. TopView Blockout selects binary FBX, suitable for importing the geometry into Blender. Other Unity FBX export commands keep their own settings.
FBX is an exported geometry result; retain your BlockoutAsset to edit the level in TopView Blockout.
Geometry limits
The builder supports simple concave outlines, solid blocks, Hollow geometry, vertex-height slopes and Subtract openings. Use Subtract volumes to express holes rather than drawing a self-intersecting outline.
Dense connected regions with many slopes or cuts can reach the builder's complexity limits. Simplify those regions or divide the layout into smaller level assets when the editor requests it. Failed builds preserve the previous mesh.
Generated faces can use separate vertices and contain T-junctions. Treat the result as blockout geometry; inspect and prepare it for workflows that require a welded mesh or CAD topology. Geometry generation happens in the Unity Editor; the runtime output component records the source relationship and does not rebuild the level in a player.