Creating a Single Building

This page covers 2 Build ▸ Single — making one building at a time, auditioning ideas before you commit, and painting buildings into the scene by hand. It is the pane where you work out what a building should look like; the other Build panes then apply that look at scale.

The Build ▸ Single pane with the archetype and palette pickers at the top, the Massing sliders, the Advanced foldout, a live preview showing the building and its footprint, the Where and Generation Settings sections, an Actions block, and the pinned Generate Building button.
The Build ▸ Single pane with the archetype and palette pickers at the top, the Massing sliders, the Advanced foldout, a live preview showing the building and its footprint, the Where and Generation Settings sections, an Actions block, and the pinned Generate Building button.

Making a building

  1. Pick an Archetype — Tower, Shop, Apartment or House. Switching archetype loads sensible defaults for that kind of building (a Shop gets a taller ground floor for its storefront, a House gets lower ceilings), but every field stays editable afterwards.
  2. Pick a Texture Variant — the palette the building wears:
Variant Look
A Light Gray
B Brick
C Graphite Curtain
D White Plaster
  1. Set the massing — how big it is:
Field Default What it means
Cells X (Width) 7 Window columns across the front. Width = Cells X × Cell Width
Cells Z (Depth) 5 Window columns down the side. Depth = Cells Z × Cell Width
Floors 9 Total floors, counting the ground floor
Seed 0 The integer that decides every random choice
  1. Press Generate Building in the action bar.

The building appears at your scene-view pivot, dropped to ground level, and is registered with Undo so Ctrl+Z removes it.

Under the fields, a live preview redraws as you change anything, with a readout like Footprint 21 × 15 m · Height 30.5 m · Draw calls 1. Use it — it is the real building, not an approximation, so you never have to generate something just to see what it looks like.

Finding a seed you like

Press Randomize next to the Seed field and watch the preview. Every press is a different building of the same kind and size. When one looks right, generate it — and note the number down if you want it again, because that number is the building.

If you would rather audition at full size in the scene, use the Actions block at the bottom:

Fine-tuning the proportions

Expand Advanced for the dimensions behind the cells:

Field Range Default What it controls
Cell Width (m) 2 – 5 3.0 Metres per window cell — drives both width and depth
Floor Height (m) 2.4 – 5 3.2 Height of every floor above the ground floor
Ground Floor (m) 2.8 – 6 4.0 A taller ground floor reads as retail or a lobby
Parapet Height (m) 0.2 – 2 0.9 The wall around the roof edge. Ignored for House
Parapet Thick (m) 0.15 – 1 0.35 How far that wall reads inward. Ignored for House

Cell width is the interesting one: narrowing it to 2.6 m makes a building read as older and more domestic, widening it to 3.4 m reads as modern office. Mixing cell widths across a district is what stops a skyline looking machine-made — the Variation Row and the district fills do this for you.

Five variations at once

Generate Variation Row, in the Actions block, places five buildings in a row from the current settings, each with its own seeded size jitter, with an 8 m gap between them. It is the fastest way to see the range a set of parameters produces.

Painting buildings into the scene

For hand-placed work — filling an awkward corner, thickening a skyline where the camera actually looks — turn on Paint in Scene and the Scene view becomes a brush.

Painting stops when you press Esc, switch to another sub-tab or stage, toggle it off, or close the window. The toggle's label changes to Painting… (Esc to stop) while it is live, so you always know.

Tip: turn Save As Prefab Assets off while painting. Each click then places geometry with no asset write, which makes painting feel instant instead of pausing for a fraction of a second per building. Remember to save the scene afterwards.

Shared settings on this pane

Below the archetype controls sit two blocks that appear on every pane that generates buildings:

Where — placement rules: Obstacle Layers (which physics layers count as "don't build here"), Snap To Ground and Ground Layers. See Placing buildings on terrain.

Generation Settings — a collapsed foldout whose header summarises its own state, e.g. Standard · Props on · Extras on · Signs off · LODs off. Inside are two groups:

Fake Interiors and Night Lights are deliberately not here. They are global material settings that affect every building at once rather than per-building options, so they live in 3 Dress ▸ Mood.

Editing a building you already made

Select any generated building and the identity strip appears under the status band, showing its recipe — for example Tower 7×5 F9 · seed 12345 · 6.2k tris. Two buttons sit at its right:

Note what "edit" means here: you are loading the recipe, changing it, and generating again. Because the assets are GUID-stable, regenerating overwrites the same mesh and prefab files, so every instance of that building in your scenes updates. It is not an in-place edit of the one object you clicked.

Common questions

The building landed somewhere I did not click. Something was already there. The tool moved it to the nearest free spot rather than letting two buildings intersect. In open ground it always places exactly where you asked.

I want it to sit on my terrain, not at y = 0. Turn on Snap To Ground in the Where section. See uneven ground.

Can I change one wall's material? No — a building is one mesh with one material, which is what makes it cost one draw call. See One mesh, one material.

Where to go next