Voxel Play 4 - The voxel engine for Unity 6 & URP
Build vast, infinite, fully destructible voxel worlds - and let players reshape every block of them. Voxel Play 4 is a fast, feature-complete voxel engine and toolkit rebuilt from the ground up for Unity 6 and the Universal Render Pipeline. Terrain, caves, water, sky, vegetation, physics, lighting, inventory and world interaction all come integrated in a single solution, backed by full C# and shader source code.
Whether you are making a voxel-style sandbox, a stylized adventure, a procedural survival game or an editor world-building tool, Voxel Play 4 generates rich worlds on demand and gives you everything you need to build, sculpt and destroy them - down to individual microvoxels.
▶ WHAT'S NEW IN VOXEL PLAY 4
- 3D Terrain Graph: node-based volumetric terrain generation with real caves, overhangs and graph-driven water at any height
- Smooth terrains and voxels (Surface Nets) - freely mix smooth and cubic surfaces in the same world, with per-voxel override to keep crisp edges
- Structural Collapse system: voxels fall only when they lose support, with cable snapping, per-voxel support distance, debris control and build-mode collapse
- Super Chunks: distant terrain LOD for huge Terrain3D worlds
- Chunk Occlusion Culling: skips hidden chunks for fast caves, tunnels and enclosed areas
- Anti-Tiling: stochastic sampling breaks visible texture repetition all the way into the distance
- Biome Tinting: smooth surface color blending between biomes
- PBR model shader with full surface maps (metallic, occlusion, height, smoothness) plus a texture-packing utility
- Mesh clouds, buoyant smoke particles and light-emitting fire
- Voxel Reactions: define what happens when two materials touch (e.g. lava + water turns to solid rock)
- Advanced microvoxel workflow: greedy-meshed slabs, OBJ export, and copy & stamp of shape, tint and graffiti with the pick tool
- Underwater screen effect and caustics on any camera - no character controller required
- New Floating Islands demo: ruined castles, stone bridges and cliff-side waterfalls
Voxel Play 4 leverages highly optimized code - GPU instancing, texture arrays, greedy meshing and multithreading - to render beautiful, vast worlds that stay fast even on modest hardware.
*** CORE FEATURES ***
The goal of Voxel Play is to be an easy to use yet powerful, extensible, rule-based voxel engine that fills the open spaces of your world while letting you edit any area you want.
Template based
- Works with Scriptable Objects to define worlds, biomes, voxels and models. Each definition is a set of generation rules plus textures and sounds.
- Define any number of worlds, biomes, models and voxels in the Unity Editor, and model your world interactively at runtime using the same interface (everything you change is saved).
Extensible
- Comprehensive set of runtime events (e.g. OnChunkBeforeCreate, OnVoxelCollapse, OnVoxelReaction).
- Custom terrain generators and pluggable detail/spawner generators.
- Full C# and shader source code included; scripts ship as assembly definitions (VoxelPlay / VoxelPlay.Editor / VoxelPlay.Demos).
Ready to use
- 8 demo scenes including textures, sounds and predefined biomes and voxels you can drop into your project.
Performance & robustness
- Hidden face removal, greedy meshing, GPU instancing, chunk occlusion culling, pooling and cache-friendly data structures.
- Multithreaded chunk generation and meshing.
- 64-bit internals with support for worlds up to 1,000,000 m in size, plus origin shift for large-world precision.
- Octree-based voxel & chunk culling; customizable chunk pool.
- Automatic NavMesh generation and standard Unity collider support.
- Fast ray-cast system.
Voxels & interaction
- Destructible environment with damage cracks, particles and per-type hit/destruction sounds.
- MicroVoxels: add fine detail (2, 4, 8 or 16 subdivisions) or carve parts out of larger voxels.
- Custom-shape voxels (half-blocks, slabs, stairs), native rotation, dynamic voxels and connected voxels/textures.
- Texture variations, animated textures and a customizable in-shader outline effect.
*** RENDERING ***
- Smooth Lighting (light spread / voxelized global illumination) with adjustable AO strength.
- PBR support: per-voxel normal, height, metallic, smoothness, occlusion, opacity and emission maps (Cook-Torrance BRDF); reflection probe support.
- POM (Parallax Occlusion Mapping) via relief mapping.
- Emission / glow effects, torches and point lights with flicker, GPU torch sparks and per-frame cost that scales with nearby lights.
- Configurable Max Point Lights (8-128) and improved point-light culling and sorting.
- Color-based, transparent, cutout, textured, vegetation and water rendering variants.
- Standard and colored shadows. VR compatible (Multi-Pass, Single Pass Stereo and Single Pass Instanced).
*** TERRAIN ***
- 3D Terrain Graph for volumetric worlds (caves, overhangs, biomes, graph-driven water) plus the classic multi-step heightmap Graph Editor.
- Procedural voxel terrain generated on demand, with infinite seed-based variations.
- Geological Layers: global underground strata shared across all biomes.
- Full biome support (grassland, desert, forest, rainforest, tundra, taiga, snow, beach, shrubland, bare) with customizable surface, underground, vegetation and shore voxels, plus biome tinting and blending.
- Biome map explorer window, cave systems and building/village spawners.
- Unity terrain / SpeedTree / vegetation converter - turn an existing terrain into a voxel scene in a couple of clicks.
- Curved-world effect over infinite terrain.
*** INTEGRATED WORLD EDITOR ***
- Unity-terrain-style tools to interactively model, sculpt and paint the generated world directly in the SceneView, with undo/redo and a model-definition creation workflow.
*** WATER ***
- Voxelized water with no redundant face overlap and an advanced flooding system.
- Procedural, variable-height water voxels with slope and flow animation.
- Realistic waterline meniscus and a clean above/below-water transition.
- Seamless air-to-underwater camera transition with caustics and volumetric underwater fog, working on any camera.
*** VEGETATION & SKY ***
- Animated voxel grass and trees per biome, with per-plant width variation and custom-prefab support.
- Underground/ceiling vegetation for caves and floating islands.
- Voxelized skybox, day/night cycle, stars and dawns, distance fog with sky blending.
- Animated voxel clouds that cast shadows, plus the new Mesh Clouds style with smooth coverage and horizon reach.
*** CHARACTER CONTROLLER ***
- Sample First-Person and Third-Person controllers tuned for the voxel environment: walk/run, crouch, edge hanging/peeking, fly, swim & dive, and terrain-based footfalls.
- Includes a fully animated Hero model sample from Dungeon Mason. Also works with your own controllers.
*** UI, ITEMS & INVENTORY ***
- On-screen console (F1), FPS counter, animated crosshair, selected-material thumbnail and pixel font.
- Collect voxels, select active items and build voxels, objects and complex structures at runtime.
- Interactive objects framework with events, plus dozens of sample voxel definitions including 20+ high-quality PBR examples.
*** LOAD / SAVE ***
- Load and save to file or memory buffers, with optimized file size and incremental region-based saving (includes microvoxel data).
*** TOOLS ***
- Door creation tool, texture voxelizer, tileable noise generators, multi-textured cube generator.
- Qubicle model import (.qb / binary) into optimized voxel meshes.
- OBJ export for models and voxels, and a surface-map texture packer.
Note: Voxel Play 3 is now in maintenance mode, meaning it won't receive new features, only fixes. Upgrade now to Voxel Play 4 with special upgrade price!
Video playlist (include Voxel Play 3 tutorials/demos)
📖 Documentation | 💬 Support | 🎬 YouTube | 🏢 Publisher Page
Kronnect is dedicated to high-quality Unity assets with continuous updates and responsive support
Kronnect is dedicated to high-quality Unity assets with continuous updates and responsive support.