Click to Build is a powerful time-saving plugin that transforms how you create in Roblox. Build paths, walls, and complex structures by simply clicking to place points - what would take hours can now be done in minutes. It automatically builds segments between points with customizable corners or aligns parts perfectly, making complex structures effortless and fast.
Is This Plugin For You?
Perfect For:
Professionals & Serious Creators who value their time and efficiency
Large-Scale Project Builders looking to bring ambitious visions to life quickly
Prototype Developers who need to iterate rapidly and test concepts
Anyone Frustrated with the tedium of placing, copying, and adjusting parts one by one
Not Ideal For:
Builders who have unlimited time and enjoy the manual building process
Those who prefer placing and configuring each part individually
Creators who are already satisfied with free building plugins
If you’re serious about optimizing your workflow and building at scale, Click to Build is an investment that will pay for itself many times over in time saved.
What makes this plugin special?
Point-based Building: Create structures by simply clicking to place points
Multiple Corner Types: Choose from Round, Bevel, Fill, Touch, or None for different aesthetics
Customizable Settings: Adjust dimensions, grid size, and corner angles to suit your needs
Surface Building: Build directly on surfaces or with custom offsets
Template System: Copy properties from existing parts to maintain consistent style
Keyboard Shortcuts: Quick access to common actions for faster workflow
Union Support: Combine parts for better looking parts and lack of z-fighting (VS performance)
History Support: Undo/redo building actions for quick corrections
How to Use Click to Build
Install & Open: Install the plugin and click the “Click Build” button in the toolbar
Configure Settings: Adjust height, width, and corner types to your liking
Start Building: Click the “Start Building” button to enter build mode
Place Points: Click on surfaces in the workspace to place points
Finish: Press “Finish Building” when you’re done to complete your structure
Round: Creates smooth, rounded corners using cylinders or wedges
Bevel: Creates angled, beveled corners using wedges
Fill: Extends parts to fill the corner area completely
Touch: Extends parts to just touch at the corner point
None: Parts meet at the center point with no special treatment
Placement Options
Level determined on last point: Keeps new points on the same plane as the last point
Bottom on surface: Places the bottom of parts directly on the surface
Surface Offset: Controls how far above the surface parts are placed
Grid Size: Sets the spacing of the grid for precise point placement
Grid rotated to part: Aligns grid with the orientation of the surface
Click to Build in Action
Different corner types
Use grid for accuracy
Build on any surface
Use other parts as template
Pro Tips
Use keyboard shortcuts for faster building:
Undo: Ctrl+Z
Redo: Ctrl+Y
Cancel: Escape
Finish Building: Enter
Start/Stop building: B
Lock current plane: V
Hold Space near first point to close loop
Enable “Union on finish” to combine all parts into a single union, reducing part count
Use a template part to maintain consistent style across your builds
Experiment with different corner modes to achieve the perfect look for your structures
Model Placer
Place models sequentially along a path with precise control:
Corner Alignment options (Outside, Middle, Inside, Resize to Fill, Resize to Touch)
Primary Axis Selection for perfect orientation
Magic Merge for seamless connections
Alternating Offset for patterns like fences
Cleanup Small Parts option for better performance
Model Placer in action.
Showcasing different corner modes and Magic Merge
Use any model. Add custom PrimaryPart for better placement
Create a model with structure builder. Use Model Placer to place instances in row
Shape Builder (New!)
It’s one of those features you’ll either love or won’t need at all. Let’s be honest, you can already place parts with Roblox Studio, move them, scale them, and tweak them. That workflow is fine, and it gets the job done.
But have you ever been building and thought to yourself, “This could be so much faster. This could feel more… intuitive”? Have you ever just wanted to define a shape from here to there without all the intermediate steps of adding a part, dragging it into position, resizing it, and rotating it to get it right?
If that sounds familiar, then the new Shape Builder feature is for you.
1. Multiple Shape Types
The Shape Builder supports a variety of shapes:
Block (Rectangle)
Cylinder
Sphere
Polygon
Triangle
Wedge
Corner Wedge
Sector
2. Building Modes For Shapes
Rectangle Mode: Choose between 4-point or 3-point rectangle creation
Cylinder Mode: Customizable cylinder creation with different draw modes
Wedge Mode: Flexible wedge creation with multiple draw modes
Sector Mode: Create circular sectors with customizable segments and inverse options
Demo of different shape types
Demo of building something random
Feedback
If you have any questions or feedback, feel free to reply below!
Personally, I think Archimedes is pretty clunky to use, and I can see this plugin being useful for building larger-scale maps, saving lots of extra time that could be spent elsewhere. It’s a pretty cheap plugin for what it does imo! Though, if you can do everything shown in the videos with Archimedes without 400 APM then I’m just wrong lol
I agree. The idea for this plugin game, when I started to build paths to buildings in my game, so instead of starting to place each turn by placing blocks manually. Or using archimedes or “Wall Builder plugin” or place rectangles to path corners and use GapFill plugin. All that seemed so much work. I just wanted to draw somewhat abstract paths, just by clicking where the turns are. So instead of working extra hours using existing tools. I spent couple of weeks developing this plugin instead. . To make my own life easier and hopefully find people who agrees that some things can be build easier. Have big plans for this plugin, extend it more.
Meanwhile me using this plugin:
Note: While using I found out that I needed to place path start “below” building, luckily building door had a cap to start path from below the building. So there would not be a cap. But since then I added “Lock current plane” functionality to the plugin.
But if you want to make abstract path with 1000 corners. Then I wish you good luck setting those values for each bend. This plugin is meant for reducing clicks (therefore time) to produce something you see in your mind.
Thank you so much. I wasn’t aware there was an update and you can click this small rectangle in old ScreenGui mode, to go to Widget mode, where you are presented with new UI:
Tried the autoresize out, pretty cool. Found the magic
It does extend and resize Models internal parts. For my castle wall it did first one fine, the second piece glitched out. Noticed that the overlaps will need manual fixing. Or unioning. But really nice feature.
I have 2 ideas here:
Adding part 2 to my plugin, different widget. So you can select a model and you will click to point where you want the next “render” to happen. But the next point can be exactly your model length away. And it will be added, rotated to that way, and parts autoresized. And then you can just click, click and click your wall into existence. Bad thing is that if you want wall to go straight you will have a lot of extra parts.
So next idea, is that you will select your model. And you can click anywhere, and all models child parts are extended to that point. Hard part is to duplicate the repeating parts (for castle wall, the *zigzag). Perhaps can find a magical way to do that.
Not sure if there is a “gift” option for roblox plugin. So I made plugin free for now. Let me know if you have added to yourself. I really appreciate builder feedback. And keep in mind that plugins point is to make fewest clicks possible to build something (and possibly when building at scale).
I have a lot of ideas for improvement of plugin in areas outside of “paths”/“walls” or other sequential builds. So if you, as a builder, have thought that something can be easier to build, then let me know,
I love this, but my biggest concern is where you say:
Union Support: Combine parts for better performance
It’s pretty well known for those that optimize pretty heavily, that unions are one of the most intensive and unoptimized parts of engine – so much so that it is recommended to have as few unions as possible in your builds. Drawcells can skyrocket with just using unions as each has it’s own unique ID and can’t be batched
I think this is great, but it’s a bit misleading that it says you can combine parts for better performance - as this isn’t the case with unions. You’re sacrificing performance for the sake of better looking parts and lack of z-fighting with unions
It’s recommended if you have tons of unions, to take them into blender and turn them into a mesh - as unions are really bad on performance
If you add model support, I might suggest using an alternating vertical or configurable offset (every second model is offset), 0.05 studs or less depending on how large of an area I’m dealing with works well for me.
Fwiw unions are only poor for performance when producing complex geometry or with complex history. Generally the impact of a dozen parts unioned together as far as physics collisions go is negligible within reasonable scale. It’s a little more nuanced than that of course. The bigger issue is that sometimes collision geometry does not match the union result and its invisible when this happens unless you’re specifically looking for it. But generally, the default should never be to union the result. Keeping them separate is nevertheless easier for editing and for the engine to manage.