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Real time CSG
Sander van Rossen edited this page Oct 24, 2026
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In Chisel you build your level out of simple shapes (brushes) that you add to, or cut out of, the level. Chisel turns them into the finished level while you work: what you see in the scene view is always the end result, and you can keep changing any shape at any time.
- Edits show up straight away, even in large levels: only the part of the level you changed is rebuilt.
- The result is ordinary Unity meshes and colliders, so it works with Unity's lighting (lightmaps), occlusion culling and navigation.
- You never edit the generated meshes yourself; they are kept under the model's <[generated]> GameObject.
- Shapes that touch or overlap meet exactly, without gaps or cracks.
At the root of your hierarchy is a Chisel Model. A model turns the brushes and generators under it into the level's meshes and colliders. A model is created for you when you create your first brush or generator, and new ones go into the active model.

See also Operations, Generators and Chunking.
Building geometry
- Real-time CSG
- Operations
- Generators
- Hierarchical CSG
- Subtractive Workflow
- Prefabs
- Drawing 2D Shapes
- Brush Contents
Precision
Surfaces and texturing
Output