Levels Manager

Edit every level at once

Name every level and set its height in one table, then apply the whole table to the model.

Delete levels safely

What sits on the level moves to one you pick, and if anything would break, nothing is deleted.

Create a run of levels

Set a count and a floor-to-floor height, and get the levels with a plan for each storey.

Plugin Name

Levels Manager

Discipline

Architectural

Activities

Modeling

Tier

Free

Releases

  • 1.1.0Jun 25, 2026

    minor: Add level delete engine, licensing, and local packaging

  • 1.0.1Jun 04, 2026

    patch: Remove license

Overview

Levels Manager puts every level in the open project into one table - name, height, and whether the level counts as a building storey, a structural level, or both - and edits them all in one pass.

You fill the table three ways: add levels one at a time, generate a run from a count, a floor-to-floor height and a finished-to-structural offset, or pull in the levels the model already has and edit from there. Each row keeps the finished floor level and the structural slab level as separate figures, and the plugin marks each level it writes accordingly, so the distinction survives in the model and not just in the name.

Applying the table updates the levels that already exist - height and name - and creates the ones that do not. A row matches the level it was read from, or failing that a level of the same name, so a table pulled from the model goes back cleanly; a level renamed outside the plugin is created fresh rather than updated. Each new finished floor level also gets a floor plan view named after it, where the project has a floor plan view type to make one from.

Deleting is the part worth reading. Deleting a level in Revit takes its views with it and can take its elements. Before you confirm, the plugin counts the model elements sitting on the levels you ticked. It moves any open view off those levels first, so the delete does not close the view you are working in. It then relocates the elements to a target level you choose, removing dimensions that referenced the old level as it goes.

That relocation is guarded. If Revit's only remaining way out of a failure would be destructive - dropping a family type because something cannot regenerate at the new height - the whole move is undone, no level is deleted, and the blocking elements are listed with descriptions, ready to select in the model or delete before you run again. Each level is then deleted under the same guard: one that would take other elements with it is skipped and reported while the rest go through, and the run ends with a count of levels deleted, elements relocated, and every warning raised.

Deleting with no target level is the other mode, and there the guard is off on purpose - the level and everything on it go.

Edges worth knowing: elements hosted in walls stay with their host rather than moving, unnamed rows are dropped before the table is applied, a rename that would collide with an existing level name leaves that level as it was, and a read-only project is refused with a message.

It works on the project you have open; levels in linked models are untouched. A finished apply or delete collapses into a single undo step. Everything runs on your machine, with no connection needed and no files written beyond a first-run flag. Level tables cannot be imported or exported, so a standard kept in a spreadsheet has to be re-entered or generated in the window. The interface is English.

Ready to get started with plugins? Download the Desktop App and manage them there.

Download for Free