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Shape Builder

What it is ℹ️

Draw primitives and custom geometry directly in the viewport with live previews, snapping, and precise controls.

When to use 🧩

  • Blocking out levels and paths
  • Creating walls, floors, ramps, stairs, wedges, cylinders, sectors, and spheres
  • Drawing smooth curves for roads, rails, pipes, and organic shapes
  • Making clean, repeatable geometry with consistent dimensions

Workflow 🛠️

  1. Choose a shape and draw mode in the panel.
  2. Enable grid or surface snapping as needed.
  3. Click in the viewport to place points.
  4. You will see a preview as you set points.
  5. You can change settings while placing points. The preview updates accordingly.
  6. Building will end after placing the last point.
  7. You have created a shape.

Supported shapes

Available Shapes

Shape - Block

Shape Block Settings

Draw Modes

Width → Depth → Height

Shape Block

Center → Corner

Good when working with Grid, especially when creating many blocks and minimizing clicks.

Square: Center → Side

Constrained square variant of the center-based mode. Click the center, then a side direction; width and depth are locked to be equal (square footprint). Great for fast, perfectly square floors/walls while staying aligned to the work plane and grid.

Shape Builder Square

Shape - Plane

Create a rectangular plane aligned to the current work plane. Useful for floors, walls, and reference surfaces.

Shape Plane Settings

Modes

  • Height is fixed: Locks height to a numeric value while you place width and depth. The fixed height is centered around the grid so adjustments feel intuitive as you move the mouse.
  • Depth is fixed: Locks depth to a numeric value while you place width and height.

Settings

  • Plane Mode: Choose Fixed Height or Fixed Depth
  • Fixed Size: Numeric value for the fixed dimension (studs)

The Plane shape supports Punch mode to cut thin openings or surface slices out of other parts.

Set Fixed Size to "-"(0.0001) while using Punch Mode to split parts exactly along the plane (precise slicing).

Shape - Cylinder

Shape Cylinder Settings

This creates a Roblox Part where the Shape property is Cylinder.

Draw Modes

You can choose from different draw modes to easily create cylinders for each scenario with accuracy.

Radius From Center

When you know where you want the center of the cylinder to be.

Shape Cylinder

Height From To

When you want to create a cylinder on a surface, for example as a pipe.

Shape Cylinder

Radius From To

When you want to create a cylinder so edges span from one point to another.

Shape Cylinder

Shape - Sphere

Shape Sphere Settings

Draw Modes

You can choose from different draw modes to easily create spheres for each scenario with accuracy.

Height from surface

When you know how high you want the sphere to be in relation to other shapes in your build.

Shape Sphere

Radius at surface

When you know the width of the sphere. Especially good when working with Grid.

Shape Sphere

Shape - Polygon

Shape Polygon Settings

Set as many points for your polygon as you like. You can undo or go to "Edit Mode" if you misplaced your point. To finish building go near first point and click the "Close loop" button (Or press Space any time to close loop). Your last and first point will be connected perfectly. And then you can define the height. And after that you have created a polygon shape.

Shape Polygon

Shape Polygon

Triangulation Algorithm

You can set different triangulation algorithms. The default is fine in most cases. If a polygon is not drawn correctly, try changing the algorithm:

  • Ear-clipping (Default)
  • Delaunay (Better Triangles - does not create long and narrow wedges)
  • Simple (Non‑concave — not needed in most cases; does not work with concave polygons)
  • Grid Based (Experimental)

When the "Visualize part" setting is enabled, you can see the difference in wedge generation:

  • Ear-clipping Shape Polygon Ear Clipping

  • Delaunay Shape Polygon Delaunay

  • Simple Shape Polygon Simple

Demo of using Triangulation Algorithm and Visualize part settings

Edit Mode

When you enable "Edit Mode" for a polygon, you can remove, move, and add points:

Shape Polygon Simple

  • Remove point: Click a point; when selected it turns red and you can press Backspace/Delete to remove it.

  • Add point: Click an edge to create a point, then click & drag the point. Or click & drag directly on the edge to create and move a point immediately.

  • Move point: Click & drag a point to move it; release when done.

Edit selected polygon

You can edit an already created polygon. It does not have to be created with this plugin. It can even be a plain Part. Select all the parts that make up a polygon, or a folder/model that contains those parts as children. Then press "Edit Selected Polygon ✏️". It regenerates all corner points including the height point and goes into Edit Mode. Then you can change height or move/remove/add points. When done, either:

  • Exit "Edit Mode" by unchecking Edit Mode checkbox (or using shortcut Shift+G)
  • Click "Finish Building" (or using shortcut Shift+T)

Note: Separate the UnionOperation before editing; otherwise you’ll be editing its bounding box.

Boundary polygon from selection

Good if you want to connect two shapes that are not connected. Select any number of parts, click "Boundary Polygon from Selection ➕", and a polygon with boundary points around your selection is created. Define height and you are done.

Exact polygon from selection

This functionality is a predecessor to "Edit Selected Polygon". It creates a copy of the selected polygon and lets you define the height. Of course, you can go into Edit Mode yourself. This might be removed at some point, or become an "Edit Selected Polygon" that copies instead of editing. The idea is you could do low‑poly mountains by creating a base polygon, then copying and editing the height and some points to gradually go higher.

Boundary polygon from selection

Demo of going into edit mode while creating a polygon
Demo of Editing a Polygon from selection
Demo of creating Polygon from selection

Shape - Triangle

Shape Triangle

Shape - Wedge

Shape Wedge Settings

Draw Mode

Low Side First

Shape Wedge

High Side First

Use High Side First when you want to add a wedge against a part and can snap to part corners for perfect alignment.

Shape Wedge

Triangle First

If you need a wedge on its side.

Shape Wedge

Shape - Corner

Shape Corner Wedge

Shape - Pyramid

Build a pyramid made of four CornerWedge parts that meet at a shared apex.

Shape Block Settings

Shape Pyramid

Draw Modes

  • Width → Depth → Height
  • Center → Corner
  • Square: Center → Side

Shape Pyramid

Shape - Platform

Shape Platform Settings

Create frustum of a pyramid, in simple terms - a platform.

4 points (45°)

Predefined slope, for quick platform

Shape Pyramid

5 points (custom slope)

For last point you will defined slope, it can be inwards or outwards. So you can create upside down platform.

Shape Pyramid

Shape - Pill

Create a rounded capsule-like block.

Shape Pill Settings

Draw Modes

  • Width → Depth → Height
  • Center → Corner
  • Square: Center → Side

Shape Pill

Shape - Roundbox

Create a fully rounded rectangular block (rounded edges and corners). Great for soft, polished shapes and filleted blocks.

Shape Pill Settings

Draw Modes

  • Width → Depth → Height
  • Center → Corner
  • Square: Center → Side

Shape Pill

Radius Modes

  • Define Radius Last: after setting width/depth/height, place one extra point on the top face to set the inner flat size; the radius is derived from that, letting you visually dial in the corner roundness.
  • Predefined Radius: type a numeric radius that is used directly (default 0.5). Radius is clamped so it never exceeds half of width/depth/height.

Works with Punch mode to cut rounded openings.

Shape - Quadbox

A performance-friendly rounded rectangle variant. Produces straight top/bottom faces with rounded vertical corners (no corner spheres or top/bottom edge cylinders), ideal when you want rounded sides at lower part counts.

Shape Pill Settings

Shape Pill

Draw Modes

  • Width → Depth → Height
  • Center → Corner
  • Square: Center → Side

Radius Modes

  • Define Radius Last: after setting width/depth/height, place one extra point on the top face to set the inner flat size; the radius is derived from that, letting you visually dial in the corner roundness.
  • Predefined Radius: type a numeric radius that is used directly (default 0.5). Radius is clamped so it never exceeds half of width/depth/height.

Shape - Sector

Shape Sector Settings

Shape Sector

Segments in circle

This is the segment count for a full circle. For a quarter sector, it uses one quarter of the segments. For example, with 60 segments, a 90° sector uses 15. Default is 60. Here is one with 6 segments:

Shape Sector

Inverse Sector

Change the direction of sector cutting: left vs right.

Shape - Donut

Shape Donut Settings

Shape Donut

Segments in circle

This is the segment count for a full circle. For a quarter segment, it uses one quarter of the segments. For example, with 60 segments, it uses 15. Default is 60. Here is one with 6 segments:

Shape Donut

Here is one with 3 segments and "Custom inner radius":

Shape Donut

Custom inner radius

You define the inner radius after setting the full radius.

Predefined inner radius

You can define the percentage that the hole will be from the width. Default 0.5, so 50%.

Donut demo

Shape - Stairs

Create diagonal staircases with configurable step dimensions. Steps automatically calculate along the diagonal from the starting point to the height point, making it easy to build staircases of any angle and length. Supports both upward (positive height) and downward (negative height) stairs.

Shape Stairs Settings

Shape Stairs

Draw Mode

Width → Depth → Height

Same draw mode as Block. Click to place:

  1. First point: starting corner of the stairs base
  2. Second point: defines the width of the stairs
  3. Third point: defines the depth of the stairs base
  4. Fourth point: defines the height where the stairs should end

The stairs will climb diagonally from the base (at the second point) to the height point (fourth point). The height can be positive (upward stairs) or negative (downward stairs).

Stairs Parameters

Step Height

The vertical height of each individual step. This controls how tall each step is. Larger values create taller steps; smaller values create shorter, more gradual steps.

Step Depth

The horizontal depth of each step along the diagonal. This controls how deep each step extends. Larger values create deeper steps; smaller values create narrower steps. Steps are spaced by this value along the horizontal projection of the diagonal.

Gap

The gap between consecutive steps. Can be:

  • Positive values: Creates spacing between steps
  • Zero: Steps are directly adjacent with no gap
  • Negative values: Steps overlap, creating a more compact staircase. With step height being small, can create overlapping hovering steps.
Extend to floor

When enabled, each step extends downward to reach the floor level. For upward stairs, the floor is at the starting point. For downward stairs, the floor is at the ending point. This creates steps that fully connect to the ground, useful for creating more complete stair structures. When disabled, steps only extend to their calculated height.

Shape - Arc

Create smooth curved arches and arcs using cubic Bezier curves. Perfect for architectural elements like doorways, windows, bridges, decorative arches, and curved structural supports.

Shape Arc Settings

Shape Arc

How to use

  1. Select the Arc shape from the shape selector
  2. Click to place three points defining a rectangle (width → depth → height)
  3. The arc curves upward from the base rectangle using Bezier interpolation
  4. Adjust settings in the panel to customize the arc shape
  5. The arc is created automatically after placing the third point

Arc Parameters

Thickness

The thickness (depth) of the arc. This controls how thick the arc appears when viewed from the side. Larger values create thicker, more substantial arcs.

Segment width

The width of each individual part along the arc curve. Smaller values create more parts and smoother curves; larger values create fewer, longer segments. This controls the resolution of the arc.

Fill corners

When enabled, fills the corners at the base of the arc with additional geometry for a smoother, more complete appearance. Useful for creating seamless transitions between the arc and its base.

Quick Settings

Choose from six preset arc styles for common use cases:

  • Default: A simple, standard arc with balanced curvature
  • Rounded: A thicker, more rounded arc with increased handle powers
  • Horseshoe: A U-shaped arc with a deep center curve
  • Pointed: An arc with a distinct upward point, creating a gothic arch style
  • Small point: Similar to Pointed but with a less pronounced point
  • Ogee: An S-shaped or wavy arc with elegant curves

Click any preset to instantly apply its angle and handle power settings.

Arc Angle

The angle of the arc in degrees. Controls how much of a circle the arc spans:

  • 180°: A half-circle arc (default)
  • 90°: A quarter-circle arc
  • 360°: A full circle (though typically used for partial arcs)

Range: 0° to 360°

Handle Powers

Control the shape and curvature of the arc using Bezier handle powers:

Center point

Controls the curvature at the top (apex) of the arc. Higher values create more pronounced curves at the center:

  • Lower values (0.5-1.0): Flatter, more subtle curves
  • Higher values (1.5-3.0): Sharper, more dramatic curves at the top
End point

Controls the curvature at the endpoints (base) of the arc. Higher values create smoother transitions at the ends:

  • Lower values (0.5-1.0): Sharper transitions at the base
  • Higher values (1.5-4.0): Smoother, more gradual transitions

Adjusting handle powers allows fine-tuning the arc shape beyond the preset styles. Experiment with different combinations to achieve the exact curvature you need.

Shape - Curve (Bezier Path)

Create smooth curves by placing anchor points. The plugin generates parts along the path using smooth Bezier interpolation. Perfect for roads, pipes, rails, decorative lines, and any organic flowing geometry.

Shape Curve Settings

Shape Curve

How to use

  1. Select the Curve shape from the shape selector
  2. Click to place anchor points (minimum 3 points required)
  3. The curve automatically smooths between points using Catmull-Rom interpolation
  4. Adjust settings in the panel as you place points
  5. Press Space or click "Finish Building" to complete

Settings

Width

The width of each generated part along the curve. This is the horizontal dimension perpendicular to the curve direction.

Height

The height (vertical thickness) of each generated part. Adjust for thicker rails, roads, or thin ribbons.

Depth (resolution)

The length of each individual part along the curve direction. Smaller values create more parts and smoother curves; larger values create fewer, longer parts.

Spacing (gap)

The gap between consecutive parts along the curve. Set to 0 for continuous geometry with no gaps. Disabled for Fill and Touch alignment modes since those modes determine spacing automatically.

Alignment Modes

Control how parts are positioned and distributed along the curve:

Center

Parts are centered along the curve path. Even spacing with gaps between parts.

Curve Center Alignment

Left

Parts are aligned to the left edge of the curve. Useful when building along a wall or boundary.

Curve Left Alignment

Parts are aligned to the right edge of the curve. Mirror of Left alignment.

Curve Right Alignment

Fill

Parts stretch to completely fill the curve with no gaps. Uses parallel transport framing for smooth, twist-free orientation. Creates a continuous ribbon effect—perfect for roads or platforms.

Curve Fill Alignment

Use Adaptive Curvature: When enabled, parts become smaller at curves by creating denser sampling at sharp corners. This results in smoother curves with better visual quality at bends. Enable this option if you want parts to be smaller at curves for smoother appearance.

Touch

Parts are sized so adjacent parts touch exactly at their edges. Uses adaptive curvature sampling to add extra parts at sharp corners. Good for segmented paths that need to look connected.

Curve Touch Alignment

Template Support

You can use a selected Part or Model as a template instead of simple rectangles. The template is repeated along the curve, following its orientation.

When a template is selected, the Template Axis dropdown appears:

  • Z / -Z: Template's Z axis follows the curve direction
  • Y / -Y: Template's Y axis follows the curve direction
  • X / -X: Template's X axis follows the curve direction

This lets you orient models correctly regardless of how they were authored.

Curve with Template

Edit Mode

Enable Edit Mode(Shift+G) to interactively adjust the curve after placing points:

Curve Edit Mode

  • Move point: Click & drag any anchor point to reposition it
  • Delete point: Select a point (turns red) then press Backspace/Delete
  • Add point: Click on an edge between anchors to insert a new point

The curve updates in real-time as you edit, making it easy to refine paths.

3D Curves

The Bezier Path supports 3D curves. Place points at different heights and the curve will smoothly interpolate through all of them. The parallel transport algorithm ensures parts maintain consistent orientation without unexpected twisting.

3D Curve

note

When using Fill mode with 3D curves that change elevation, there may be small gaps between parts. Perfect gap-free surfaces in 3D would require additional wedge and corner-wedge parts, which is not currently implemented. For best results with elevation changes, use smaller Depth values to minimize visible gaps, or use Touch/Center modes with spacing.

Demo of different shape types

Demo of building something random

Defining height demo

Demo for Wedge and Snap to Part