3Click Interior is an in-editor level-design tool for Unity that lets you build complete, game-ready interiors — rooms, walls, doorways, windows, recesses and trim — directly in the Scene view. It pairs a click-and-drag modeling workflow with a non-destructive multi-layer surface painter, so you can block out a space in seconds and then dress every wall, floor and ceiling without ever leaving Unity.
No external DCC tool. No UV unwrapping. No manual prefab placement.
Create: In the Hierarchy, choose GameObject → Interior Creator → Interior Modeler. This spawns an Interior Modeler object and activates the in-scene tool automatically. (See Two Ways to Start below for the toolbar method.)
Draw a Room: In the Scene view, drag on the ground plane to draw your first room. A single click drops a room at the default Width × Depth × Height shown in the overlay; drag for a custom footprint.
Add Openings: Click a wall to pop the Radial Menu, then flick toward one of four wedges — Add Room, Door, Window, or Open (full passage).
Shape It: Drag a wall handle to push/pull a wall, or Extrude a new connected room straight out of a wall face. Hold Ctrl and drag a shared corner to reshape connected rooms together.
Paint: Switch to 🎨 Painter Mode in the Inspector, pick a target surface (Floor / Wall / Ceiling / External Wall), choose a layer, and paint. Press Bake Static Prefab when you are happy to freeze it into an optimized asset.
That's it — a furnished, paintable room in three clicks.
The Inspector is split into two top-level modes you toggle at any time:
📐 Modeler Mode — everything structural: drawing rooms, moving walls, openings, extrudes, recesses, deformation, geometry settings.
🎨 Painter Mode — everything visual: layered materials, brushes, presets, dirt overlays.
Switching from Painter back to Modeler on a painted interior warns you first: geometry edits re-project existing paint onto the new shape (layers are preserved, but shared-perimeter wall tiling can shift). You can keep the paint or flatten it to a single clean layer.
The fundamental unit is a Room — a box defined by a footprint (center + size), a floor height, a wall height and a wall thickness. An interior is a list of rooms; connected rooms automatically share walls and stitch their geometry into one watertight shell.
Paint is non-destructive and resolution-independent of the geometry. Each room owns its own split-map texture, and every brush stroke is recorded in metres in a per-room stroke history. When you resize, extrude or deform a room, the texture is re-baked by replaying that history onto the new shape — so paint stays where you put it, even after heavy editing.
Every paintable surface kind — Floor, Wall, Ceiling, External Wall — carries up to 8 material layers. You paint a layer's influence into the surface; the shader blends the layers per-pixel. Each layer is a full PBR material (albedo, normal, mask, smoothness, metallic, tiling).
Drawing rooms only works while the Interior Modeler tool is active. There are two equivalent ways to get there:
From the GameObject menu — GameObject → Interior Creator → Interior Modeler. This creates a fresh Interior Modeler and activates the tool in one step. Best for starting a brand-new interior.
From the Scene-view Tools column (left side) — with an Interior Modeler selected, click the Interior Modeler icon in the Scene view's left Tools overlay (the same column that holds Move / Rotate / Scale). It registers as a standard Unity Editor Tool, so it sits right alongside the built-in transform tools. You can also press Activate Interior Tool in the floating overlay panel.
Either way you end up in the same place: the tool is live, the Interior Modeler overlay panel appears, and dragging on the floor adds a room. Use the toolbar method to jump back into editing an interior you made earlier — there's no need to create a new object. Switching to any built-in tool (Move/Rotate/Scale) deactivates the modeler and returns Unity to normal object handling.
💡 The overlay panel that appears with the tool carries the New room size, Materials, Grid snapping, Presets and Rooms sections — it mirrors the Inspector so you can model without leaving the Scene view.
Draw: drag on the floor plane to create a room; click for the default size. Esc cancels a drag.
Wall Push/Pull: hover a wall and drag it inward to shrink the room (or carve it) or outward to grow it — no need to select the room first.
Default Size & Thickness: set the starting Width / Depth / Height and Wall thickness in the tool overlay.
Click a wall enable grid on the wall and drag/ select grids to open radial menu:
Actions:
Add Room -Extrude a new connected room out of this wall (solid face-extrude).
Add Doors- Door-Cut a selected area and (optionally) drop a door-frame model.
Add Window- Cut a windowed opening at a sill height and drop a window model.
Open Segment- Open selected area
Extrude solid- Allows extrude the wall or ceiling/floors
Add Baseboards - Adds baseboard on the width selected area.
Remove Opening- Remove openings, doors, windows etc.
Add molding- Adds molding on the selected area width (under the ceiling)
Replace Doors- replece doors a new one.
Three opening kinds are supported: Window (sill above floor), Door (reaches the floor), and Passage (a clean cut, no frame). Openings between two adjacent rooms are created as a connected pair, so the jamb tunnel and the floor flow through cleanly from both sides. Each opening can carry an auto-fitted 3D model (see Fixtures).
Wall Extrude (Solid): pull a new room out of a wall face — like a Blender face-extrude. Shared corners auto-align so the two rooms read as one continuous structure.
Inward Extrude (Recess / Notch): push a wall inward to carve an L- or U-shaped recess into the room — a real concave footprint with its own back wall, side walls, floor cut and ceiling cut. Recesses carry their own openings and trim.
Floor / Ceiling Extrude: extrude vertically to stack or sink connected volumes.
Hold Ctrl and drag a highlighted corner or wall to deform connected room footprints — shared corners move together so the rooms stay stitched.
3D Corner Deformation Mode adds out-of-plane shaping:
Drag a wall edge → slides it up or down (keeps its length) → slanted walls.
Drag a corner → moves it horizontally.
Shift + drag a corner → raises/lowers the floor at that single corner → arbitrary bilinear slopes (ramps, hips, valleys).
A blue snap grid previews the increments. Windows, doors and the external shell follow the deformation so a slanted wall keeps a correctly-leaning opening and a solid underside.
Assign a skirting or crown-molding model to a wall (optionally over a marked span) and the tool tiles it along the rendered wall segments — automatically breaking at floor-reaching doors/passages and following the wall into recesses (back wall + side walls).
🖌 Brush — free-paint a layer's influence. Size, Opacity, Hardness and Rotation are live; an Alpha Preset Gallery supplies brush shapes (splatter, grunge, strokes…).
🪣 Bucket — flood-fill an entire surface (or a single wall) with one layer.
▦ Grid — paint in aligned tiles for repeating, snapped patterns.
Control
Meaning
Brush Size (m)
Footprint radius in world metres (Ctrl+Scroll to resize live).
Brush Opacity
Strength of each dab (0–1).
Brush Hardness
Edge falloff — 1 = crisp, low = soft.
Brush Rotation
Rotates the alpha stamp.
Brush Alpha
The shape stamp picked from the preset gallery.
Add up to 8 layers per surface. Each layer exposes:
Albedo + Tint + Tiling
Normal Map (+ scale)
Mask — Metallic in R, Smoothness in A
Smoothness / Metallic sliders
Use Parallax / Tessellation (with displacement depth)
You can Import Layers from Material to seed a surface from an existing material, and reorder/remove layers freely.
Save a complete set of floor/wall/ceiling/external layers as a named Painter Preset, then apply it to any room. Each room can select its own preset, so a bathroom and a living room can look completely different from the same modeler.
A per-surface grime pass layered on top of the painted layers: drive a dirt tint, tiling, strength, variation (with its own noise scale) and a smoothness reduction, and choose Color, Color + Smoothness or other blend modes. Great for instant wear in corners and along edges.
Enable Build External Shell to wrap the interior in clean exterior walls and a roof, generated from the building's bounds. The shell uses a uniform perimeter UV atlas so the External Wall surface paints continuously around the whole building, and now closes its underside so deformed/raised floors never reveal a see-through gap.
A geometry-free edge softener: near wall/floor/ceiling joins, opening reveals and outer corners, the shader tilts the lighting normal to read as a rounded fillet — with an optional baked contact-shadow (AO) in concave bands. Tune Width, Strength, Roundness and Edge Shade. Zero extra triangles.
Per-layer Parallax Occlusion Mapping adds real depth to bricks, tiles and panelling using a height map, with distance fade (start/end), a step count and a max-layer budget to keep it cheap.
Windows, door frames, baseboards and crown moldings are derived data: assign a prefab to an opening or wall and the tool bounds-fits the model to the live geometry — matching width/height, keeping native thickness, resting on the sill/floor — and regenerates it after every edit. Door leaves are extracted so they still swing. Fixtures also tilt with deformed walls.
Generate Colliders builds collision for the interior as you model.
Bake Static Prefab freezes the current interior into an optimized, standalone prefab/mesh for shipping — paint textures and all.
Parameter
Description
Typical
Wall Height
Default room height.
2.5 – 3.0 m
Wall Thickness
Thickness of every wall.
0.1 – 0.25 m
Floor / Ceiling Thickness
Slab thickness.
0.1 – 0.12 m
UV Scale
Global texture scale.
1.0
Generate Ceilings
Cap rooms with a ceiling.
On
Generate Colliders
Build collision meshes.
On
Build External Shell
Add exterior walls + roof.
On for full buildings
Parameter
Description
Typical
Width (m)
Bevel band width; 0 = off.
0.01 – 0.03
Strength
How far the normal tilts (up to 45°).
0.5
Roundness
Crisp fillet (0) → soft (1).
0.5
Edge Shade (AO)
Contact shadow in concave bevels.
0.0 – 0.5
Parameter
Description
Typical
Brush Size (m)
Brush radius in metres.
0.3 – 1.0
Brush Opacity
Per-dab strength.
1.0
Brush Hardness
Edge falloff.
0.5
Paint Resolution
Per-room split-map size (px).
1024 – 2048
Paint Chunk Size
World size of a shared paint tile.
12 m
Parameter
Description
Typical
Door Frame W/H/Depth Margin
Grow the frame past the hole.
0.04 – 0.05 m
Baseboard Height
Skirting height (0 = model native).
0 or 0.08 m
Ceiling Molding Height
Crown height (0 = model native).
0 or 0.08 m
Parameter
Description
Typical
Snap To Grid
Snap edits to a grid.
On
Grid Size
Snap increment.
0.25 – 0.5 m
Scene Handle Size
On-screen handle scale.
0.12
Wall layers share a single perimeter UV atlas, so changing a wall's length re-tiles it. Paint is re-projected from stroke history (it isn't lost), but tiling can move. For a predictable result, finish blocking out the shape before detailed painting, or use Flatten to 1 layer when prompted on the Modeler↔Painter switch.
Fixtures derive their orientation from the live wall basis, so they should lean with the wall after a Rebuild. If an older instance looks wrong, nudge a parameter to force a fixture refresh, or re-assign the opening's model.
Confirm Pseudo-Bevel Width > 0 in the settings. The bevel is shading-only — if a recompile/Rebuild hasn't run, trigger one so the mesh regenerates its bevel data.
Fixtures regenerate from a cheap signature of fixture-bearing rooms. If the hierarchy was edited by hand, use the modeler's refresh (or change any fixture margin) to force a rebuild.
Block, then paint. Get the footprint, openings and deformation roughly right before fine painting to avoid re-tiling.
One preset per room type. Author bathroom / kitchen / hallway Painter Presets once and assign them per room.
Keep root scale at (1,1,1). As with any procedural tool, a non-uniform root scale skews fitting and colliders.
Bake before shipping. Run Bake Static Prefab on finished interiors for the cheapest runtime cost.
Use the External Shell for full buildings. It gives you paintable exteriors, a roof and a closed underside in one toggle.
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