World Definition Fields

Modified on Sun, 08 Aug 2021 at 08:15 PM

  • Seed: the “magic” number that influences random generation. Use this value to replicate the world generation features (for example, the position of the trees).
  • Biomes: a list of available biomes for this world. Each biome contains settings like altitude range, moisture range, type of trees and bushes, etc.
  • Infinite: if the world has no limits (enabled by default). If it has limits, specify them in the extents property.
  • Grass Wind Speed: global speed for the grass weaving effect.
  • Tree Wind Speed: global speed for the trees wind effect.
  • Terrain Generator: plug in a terrain generator component for this world. Voxel Play provides a default terrain generator with the Earth demo world. You can create a new terrain generator component right-clicking on the project panel and selecting Create -> VoxelPlay -> Terrain Generators (see Terrain Generator section). Some settings depends on the terrain generator itself:
    • Water Level: the altitude for the water surface in world space units (a value of 28 means water starts at Y=28).
    • Shore Voxel: the voxel used to render shore. Shore level is one plus water level.
    • Water Voxel: the voxel used to render water.
  • Detail Generators: a list of detail generator ScriptableObject components. By default Voxel Play provides two examples: CavesGenerator and VillageGenerator (to create new detail generators, just right click on your project and select Create -> Voxel Play -> Detail Generators).
  • Sky: custom sky properties specific for this world.
  • Light Scattering: the extents to which point light can illuminate voxels.
  • Light Intensity Multiplier: for the point lights only.
  • Light Sun Attenuation: how fast the sun light attenuates when it spreads across terrain.
  • Light Torch Attenuation: how fast the torch light attenuates when it spreads across terrain.
  • Realistic Water: customize water appearance when Realistic Water option is enabled.
  • FX: settings related to special effects, like the voxel cracks when they are damaged.
  • Collapse On Destroy: if true, voxel types marked with "Trigger Collapse" will cause other voxels to fall when destroyed.
  • Collapse Amount: maximum number of voxels that can fall in a collapsing group.
  • Consolidate Delay: while making voxels collapse is fun, performance can suffer if this feature is abused. To prevent this, Voxel Play will try to consolidate dynamic voxels back into regular voxels after a certain amount of time (specified by this property). If Consolidate Delay is 0, then no consolidation occurs and all dynamic voxels are kept for ever in the scene. When voxels consolidate, they will occupy the nearest voxel position. If another dynamic voxel tries to use an already occupied position, it will be removed from the scene. The consolidation occurs when the chunk is out of frustum (ie. behind the camera) so no visual glitches occur.
  • Drop Voxel Texture Resolution: when a voxel is destroyed, if it has "Can Be Collected" set to true, a small voxel will be dropped that can be taken by the player. This small voxel uses smaller textures derived from the original voxel. This field specifies that texture resolution. A value of 0 means the original full-size textures will be used.
  • More Voxels: add any new voxels that do not belong to any biome but you want/need to add to the world using the Build Mode or Constructor. These can be very new voxels that are not part of any tree/bush/biome yet – once added to a tree or bush referenced by a biome you no longer need to add them here. Other special voxels can be added, like custom voxel blocks or other stuff you want to be available in the game at some moment (for instance if you want to place voxels at runtime using your own scripts).
  • Items: the items that the player can use in the game (or be part of the inventory). An item is not a voxel, although it can produce a voxel if used. For instance, a Torch is an item that a player can have in his inventory but when placed it will create a special object (torches are special object in the game). Note that the player inventory itself is managed by the VoxelPlayPlayer component.


Check the terrain generator, biome and voxels scriptable objects for a list of available properties in the following sections.


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