> 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/getting-started/first-map.md).

# Build a first room

This walkthrough creates a small room, applies a material, adds a light, checks the map, and builds the result.

## 1. Open the workspace

1. Save the Unity scene.
2. Open **Tools > Anvil > Workspace**.
3. Choose the four-panel layout if it is not already active.

The four views are:

* Top, XZ
* Front, XY
* Side, ZY
* Perspective

## 2. Create a floor

1. Select **Box** in the left toolbar.
2. Drag a rectangle in Top.
3. Release to create it.
4. Switch to Front or Side and resize the selected box to give it a small height.

Primitive creation starts in Top, Front, or Side. It does not start in Perspective.

## 3. Create the walls and ceiling

Create four narrow boxes around the floor, then create one more box for the ceiling.

Use:

* Arrow keys to nudge by one grid step
* Shift+Arrow to clone and nudge
* Grid Snap to keep the room aligned
* F to frame the current selection

Separate wall brushes are easy to resize and carve later.

## 4. Apply a material

1. Open **Material Paint**.
2. Drag a project Material into the material palette if it is not already there.
3. Select the material.
4. Click a face to paint it.

Useful paint controls:

* Left click paints a face.
* Shift+left click paints a whole brush.
* Ctrl/Cmd+Shift+left click paints a whole group.
* Ctrl/Cmd+left click samples a material and its UV coordinate system.
* Alt+left click applies the sampled alignment.

## 5. Add a light

1. Open **Entity**.
2. Choose **Point Light**.
3. Place it inside the room.
4. Select the light to open its settings.

For a first test, the default baked Point Light is enough.

## 6. Check the map

Click **Check Map** in the top toolbar.

Check Map reports broken brushes, missing materials, GI problems, UV2 risks, missing scripts, and other build issues.

If an issue has a **Fix** button, read the description and apply the fix. The scan itself does not change the map.

## 7. Build the map

1. Click **Build Map**.
2. Enter a map name.
3. Keep **Automatic (Recommended)** build organization.
4. Keep **Anvil Unwrap** for UV2.
5. Choose **Build Only** for a fast geometry test, or **Good (1K)** for a first lighting bake.
6. Click **Build Map** or **Build + Bake**.

Anvil creates an **Anvil Baked Map** asset and generated scene output.

## 8. Keep editing

Do not edit the generated render and collider objects.

Return to the editable brushes and make the change. In the Anvil Map Build Inspector, use **Update Map From Active Scene...**, then **Rebuild Generated Output** in every scene that uses the map.

Continue with:

* [Workspace overview](/anvilcsg/workspace/overview.md)
* [Creating brushes](/anvilcsg/geometry/primitives.md)
* [Build Map](/anvilcsg/validation-and-build/build-map.md)
