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Overview :
Voxel Play is a procedurally generated, quick environment dependent on 3D shapes in addition to an assortment of instruments to accelerate your game enhancement and speed improvement.
It uses exceptionally upgraded code, including geometry shaders, GPU instancing, register cradles, and surface exhibits, to produce excellent, rich, huge, vast universes that can be tweaked and viewed from multiple points of view.
Highlights:
- The objective of Voxel Play is to provide a simple to utilize yet amazing and extensible standard-based voxel motor that occupies the open spaces of your reality while permitting you to alter any number of regions.
Format based
- Voxel Play works with scriptable objects to make worlds, biomes, voxels, and model definitions. Every definition is a lot of age rules in addition to surfaces and sounds: a world is made out of a few biomes, which model the sort and state of territory just as the vegetation (shrubberies, trees,…).
- Define any number of universes, biomes, models, and voxels inside the Unity Editor and model your reality in intelligent mode at runtime utilizing a similar interface (anything you adjust gets spared).
- Activate the Constructor: a unique territory where you can characterize custom, reusable models (like trees or structures) and stamp them enormously as per biome rules.
Extensible
- A comprehensive arrangement of runtime occasions (ie. OnChunkBeforeCreate).
- Allows custom territory generators.
- Pluggable detail generators Build up your own spawner class or reuse the given models, and add them to the world generator in the monitor.
- Full C# and shader source code is included.
Adaptable
- Geometry shaders, GPU instancing, figure cushions, and other propelled rendering highlights are consequently debilitated if the stage doesn’t bolster them.
- Prepared for Use with Demo Scenes
- Voxel Play accompanies five demo scenes, including parts of surfaces, sounds, and predefined biomes and voxels you can use in your undertaking.
Center Features
- Performance. utilizes geometry shaders to drastically decrease vertex-information stream size. Consequently, stages fall back to elite custom vertex/part shaders not supporting geometry shaders.
- Customizable lump pool framework
- An integrated, encompassing impediment.
- Integrated haze with sky mixing.
- A smart voxel and lump octree-based separating framework for improved piece age and voxel check.
- Automatic NavMesh age
- Greedy cross-section (enormously decreases vertex mean colliders, NavMesh, and other voxel types, similar to mists).
- Standard Unity shadows support
- Standard Unity collider framework support
- Smooth Lighting (light spread/voxelized global illumination)
- Supports normal maps.
- Emission/Glow impacts
- In-proofreader rendering ability. See the world inside the SceneView at configuration time.
- Torch lights and point lights help with squinting impact.
- High-execution lighting framework
- Fast beam-cast framework
- Destructible condition.
- Voxel hit and obliteration sounds per type
- Voxel harm splits.
- Voxel-harm particles with object pooling
- Color-based, straightforward, pattern-finished, and custom vegetation and water voxel rendering variations.
- Custom-shape voxels (e.g., half-squares).
- GPU-instanced custom voxels with process cushioning
- Native voxel turn
- Dynamic voxels (apply changes).
- Collapsing structures
- Connected surfaces
- Animated surfaces
- Customizable impact diagrams are incorporated in the shader.
- Customizable lump size (16 or 32).
- VR is perfect (multi-pass, single-pass stereo, and single-pass instanced).
Territory Features
- Infinite varieties were dependent on the seed.
- Unity territory, speed tree, and vegetation framework to Voxel Play Environment converter. Convert your current territory to a voxel scene with two or three ticks!
- Optionally give your own voxels, adjust the produced pieces before they’re rendered, or even module your own territory generator dependent on a given layout.
- Biome support (field, desert, timberland, rainforest, tundra, taiga, day off, shrubland, and exposed)
- Biome map, voyager window Imagine biome dissemination in any zone on the planet.
- Village/structures framework A default building spawner is furnished, which you can reach with your own town prerequisites.
- Curved impact. a single tick and get a bent situation with custom bend power. Note: This alternative doesn’t create completely round universes, but it does deliver a bent impact over unbounded landscape, giving the impression of a circular world.
Water System
- A voxelized water framework with no excess face cover
- Advanced flooding framework
- Procedural, variable-tallness water voxels with incline and stream movement.
Vegetation
- Voxel-style enlivened grass and trees per biome.
- Can utilize custom prefabs for vegetation and trees.
Sky framework
- Custom voxelized skybox.
- Day/night cycle, flickering stars, and cool day breaks
- Voxelized enlivened mists that cast shadows over the landscape.
- Distance mist with skybox mixing
Character Controller
- Includes first-person and third-person controllers adjusted to work with the voxel condition:
- Walk/Run.
- Crouching.
- Hanging or looking on edges
- Fly.
- Swimming and jumping
UI
- On-screen support can be demonstrated by squeezing “F1.”
- Shows information valuable to investigate or help the client alter the world.
- Free pixel text style is included.
- Integrated FPS counter.
- Thumbnail of currently chosen material with the name.
Collect voxels.
- Select dynamic things and manufacture them, including voxels, items, and structures (i.e., structures).
- Create voxel and complex structural objects at runtime.
- Interactive items system with occasions
Burden/Save
- Load and spare usefulness included. Enhanced record size
- Save to document or memory supports.
Custom Tools
- Door creation instrument
- Texture voxelized instrument. Make 3D objects from single surfaces.
- Noise surface generators (tileable Perlin and cellular commotion bolstered).
- Imports Qubicle models (parallel configuration, or.qb). produces upgraded voxel networks.
- Custom multi-finished shape generator instrument
- Prepared to utilize model shaders
- Optimized shaders are prepared to use for your imported models, with per-vertex hues, surface, triplanar, and sunshine taking care of and coordinated mist for best execution.