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 only. Compatibility with other platforms (mobile, 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: support@kelecik.com