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
- Native A* pathfinding: optimized for voxel space including per voxel definition crossing cost, preferred routes, minimum clearance, LOS requirements and more.
- 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 s
Description sourced from the Unity Asset Store listing.