> For the complete documentation index, see [llms.txt](https://2yeet.gitbook.io/anvilcsg/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://2yeet.gitbook.io/anvilcsg/readme.md).

# Anvil CSG

Anvil CSG is a brush level editor that runs inside the Unity Editor.

You build a map from convex brushes, edit it in four views, apply materials, place decals and lighting, then create a separate map asset for the game.

Anvil keeps two parts of the workflow separate:

1. **Editable map**

   Brushes, groups, terrain, decals, lights, and probes stay in the Unity scene. This is the version you continue editing.
2. **Built map**

   **Build Map** creates combined render meshes, collision, UV2, decals, probes, and optional baked lighting. This output is disposable and can be rebuilt from the editable map.

Ordinary Light components and project prefabs remain in the source scene. They are not packed into the Anvil Baked Map. Reflection probes and Anvil light-probe volumes are included.

## Start here

If this is your first time using Anvil:

1. [Install and open Anvil](/anvilcsg/getting-started/installation.md)
2. [Build a first room](/anvilcsg/getting-started/first-map.md)
3. [Learn the workspace](/anvilcsg/workspace/overview.md)
4. [Read the controls](/anvilcsg/workspace/navigation.md)

## Main parts of Anvil

* [Creating brushes](/anvilcsg/geometry/primitives.md)
* [Selection and transform](/anvilcsg/geometry/selection-and-transform.md)
* [Face, edge, and vertex editing](/anvilcsg/geometry/face-edge-vertex.md)
* [Clip, Carve, Hollow, and Bevel](/anvilcsg/geometry/csg.md)
* [Material Paint](/anvilcsg/surfaces-and-content/material-paint.md)
* [UV alignment](/anvilcsg/surfaces-and-content/uv-alignment.md)
* [Decals](/anvilcsg/surfaces-and-content/decals.md)
* [Terrain](/anvilcsg/surfaces-and-content/terrain.md)
* [Entities, lights, and probes](/anvilcsg/surfaces-and-content/entities-lights-and-probes.md)
* [Groups, Build Sections, View Filters, and flags](/anvilcsg/organization/organization.md)
* [Check Map and Recovery](/anvilcsg/validation-and-build/check-map-and-recovery.md)
* [Build Map](/anvilcsg/validation-and-build/build-map.md)
* [Lighting and UV2](/anvilcsg/validation-and-build/lighting-and-uv2.md)
* [Using a baked map](/anvilcsg/validation-and-build/using-a-baked-map.md)

## Source map and generated output

Edit the source map, not the generated output.

The generated objects are meant for testing and for the game. If the source changes, update the baked map and rebuild its generated output.

## Current support

Anvil includes authoring shaders for the Universal Render Pipeline and the Built-in Render Pipeline. HDRP is not currently a supported target.

See [Current limitations](/anvilcsg/reference/current-limitations.md) before starting a production map.
