Voxel Digging Master View on Asset Store (opens in new tab)

Package details

Latest version
1.3.0
Last updated
First released
Unity version
2022.3.24 or later
Package size
69.3 MB
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Voxel Digging Master

by Kelecik (opens in new tab)

4.9 / 5 · 7 ratings

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Complete voxel digging framework: destructible Marching Cubes terrain, buried ores, jetpack player, save system, currency and upgrades. Supports PC and mobile. Drop in the prefabs and start digging.

Price $24.00

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Price history

Last 6 months

USD
Price history for Voxel Digging Master, 6 months Current $24.00; lowest $12.00; highest $38.00 in this period. $0 $25 $50 Jun Jul Aug Sep Oct Nov Version 1.3.0 released 26 Aug 2026 v1.3.0

Asset preview

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Voxel Digging Master screenshot 1

Voxel Digging Master screenshot 1

About this asset

VoxelDiggingMaster is a production-ready framework for building mining, digging, and excavation games in Unity. It delivers a destructible voxel terrain powered by Marching Cubes and Burst-compiled jobs, plus every surrounding system you need to ship a complete game loop: player controller, ore collection, economy, upgrades, save/load, and UI.

Drop the included prefabs into a scene, press Play, and you are digging. Every system is modular, documented, and designed to be extended without touching the core.

Core Features

  • Destructible Voxel Terrain: Marching Cubes mesh generation with Burst-compiled jobs, chunk-based layout, and real-time dig/fill inside a configurable XYZ terrain volume
  • Cave Volumes: Carve SDF-based caves (Sphere, Box, Capsule, Cylinder) with Perlin noise roughness for natural-looking tunnels
  • First-Person Player Controller: Walk, sprint, crouch, jump (with coyote time and jump buffering), automatic step climbing, smooth camera, and a stamina-gated jetpack
  • Interactable System: Buried ores and easter eggs that auto-collect when the player digs them out, fully extensible with custom definition types
  • Ore Inventory: Type-based storage with upgradeable capacity and event-driven UI hooks
  • Currency & Economy: Gold balance tracking with singleton access, spend/earn API, and automatic persistence
  • Health & Stamina: Player vitals with damage, healing, stamina consumption, and upgrade-driven max stamina
  • Save System: Central JSON-based save manager with multiple save slot support and delta compression for modified terrain
  • Upgrade-Ready: Relevant systems (inventory capacity, stamina, jetpack) integrate with an upgrade manager out of the box
  • Agnostic Input Layer: Thin abstraction over Unity's New Input System, swap bindings without touching gameplay code
  • UI Panel System: Stack-based panel manager with automatic Escape-key routing and input suppression
  • Dig Tools: Shared sway and bobbing behavior for pickaxes, drills, shovels, and any custom tool

Suitable For

Mining games, survival crafting, sandbox exploration, dungeon diggers, resource-gathering adventures, and any first-person game that needs destructible terrain inside a bounded play area.

Customization

Every system is exposed through clean public APIs and ScriptableObject-based data assets. Terrain size, voxel resolution, ore types, spawn rules, player movement, tool feel, and economy values are all tweakable from the Inspector, no code changes required. Create new ore types, easter eggs, custom tools, or entire new interactable categories by subclassing the provided base types.

What's Included

  • Fully configured SampleScene with UI, ores, caves, and save/load integration
  • Ready-to-use prefabs for every core system
  • Complete source code (C#)
  • Comprehensive documentation covering every module

Requirements

  • Unity's New Input System package
  • Burst and Jobs packages (standard Unity dependencies)

Limitations

  • The destructible terrain operates within a configurable XYZ volume defined at setup. Digging and filling are supported only inside this bounded area; the package does not provide infinite or procedurally streamed worlds.
  • The package has been developed and tested on PC and mobile (iOS & Android). Compatibility with other platforms (consoles, WebGL, VR) has not been verified and is not guaranteed.

Get started in minutes with the Quick Start Guide and the included SampleScene.

Support & Inquiries

Have questions or need technical support? Feel free to reach out via email.

Contact: [email protected]

From the publisher's Asset Store listing.

Technical details

Core Technology

  • Marching Cubes mesh generation for smooth, destructible terrain
  • Burst-compiled jobs and Unity Job System for parallel voxel processing
  • Chunk-based terrain layout (16x16x16 voxels per chunk) with per-chunk mesh rebuilds
  • Edge-based vertex deduplication produces clean meshes without duplicate vertices
  • Zero-copy GPU mesh upload via Mesh.AllocateWritableMeshData
  • Delta-compressed terrain serialization (only modified chunks are saved)

Included Systems

  • VoxelWorld: terrain generation, digging, filling, and density queries
  • CaveVolume: SDF-based cave carving (Sphere, Box, Capsule, Cylinder) with Perlin noise roughness
  • PlayerController: first-person movement with sprint, crouch, jump, step climbing, and jetpack
  • InputManager: agnostic abstraction layer over Unity's New Input System
  • Interactable System: buried ore and easter egg spawning with auto-collection logic
  • OreInventory: type-based ore storage with upgradeable capacity
  • CurrencyManager: gold balance tracking with spend/earn API
  • HealthStaminaManager: player vitals with damage, healing, and stamina gating
  • UpgradeManager integration: inventory capacity, max stamina, and jetpack all hook into upgrades
  • SaveManager: JSON-based persistence with multi-slot support
  • PanelManager: stack-based UI panel system with Escape-key routing
  • DigTool: shared sway and bobbing for held tools (pickaxe, drill, shovel)

Code and Architecture

  • Complete C# source code included
  • ISaveable interface for custom save integration
  • ScriptableObject-based data assets (ore definitions, tool sway settings, upgrade definitions)
  • Event-driven architecture, no Update polling required for state changes
  • Singleton managers with defined execution order for predictable initialization
  • Extensible base classes (InteractableDefinition, VoxelInteractable, UIPanel, DigTool)

Content

  • Fully configured SampleScene with player, UI, ores, caves, and save/load integration
  • Ready-to-use prefabs for all core managers and the player character
  • Example ore definitions (Stone, Iron, Gold, Diamond) and easter egg setup
  • Triplanar terrain material example
  • Complete documentation covering every module

Render Pipeline

Developed and tested on Universal Render Pipeline (URP) 17.0.4. The included triplanar terrain material targets URP. Use in Built-in or HDRP projects may require replacing the terrain shader.

Requirements

  • Unity 6.0 (6000.0.64f1) or newer
  • Universal Render Pipeline (URP) 17.0.4
  • Input System package 1.17.0
  • Burst package
  • Jobs package
  • TextMeshPro (for UI labels)

Limitations

  • Terrain operates inside a configurable bounded XYZ volume. The package does not support infinite or procedurally streamed worlds.
  • Developed and tested on PC (DirectX 11) and mobile (iOS & Android). Compatibility with other platforms (consoles, WebGL, VR) and other graphics APIs has not been verified.
  • Marching Cubes meshes do not carry standard UV coordinates, a triplanar or UV-less shader is recommended for the terrain material.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.5.9f1 Not listed Compatible Not listed
6000.0.76f1 Not listed Compatible Not listed
6000.0.64f1 Not listed Compatible Not listed
2022.3.24f1 Not listed Compatible Not listed

As listed on the Asset Store.