Unity voxel chunk. Full source is available from my repo.
Unity voxel chunk I’ve been heavily working on the voxel map editor the most. 3, I’ve seen many unity voxel engine but never saw one that can actually render both realistic terrain and minecraft-like blocks Try changing terrain with Profiler turned on and take a screenshot of CPU Usage Overview on chunk rebuild peaks, with VoxelandTerrain. Consider voxel data a 3D array of bytes - each byte sets the number of block type used in a cell. The overall method works pretty well, but testing this system with large amounts of chunks completely freezes the game/main thread until the generation process is finished. An old screenshot can be found here: Imgur: The magic of the Internet. The mesh turned out fine, except for the tangents. here is the code im using: using UnityEngine; using System. This voxel engine creates a lot of steps and bumps that can only be smoothed out properly with multiple relax iterations. If you want the shader graph recipe for the snowy mountain peaks I Have made a simple voxel engine. 0 (this is also based to the earlier webgl port) Current Features: – Can add / remove ground – Special shader for blending materials (based on world In this video, we'll be working on adding a data structure to our little generation system. Then attach destructable voxel layers (visible) as child of the dynamic parent within a collider, surrounding the corresponding suport. However, the array is stored In this instalment, we unpack the mysteries of noise and how it can be harnessed to sculpt worlds within Unity’s robust engine. My question is: Is it efficient to turn on built in physics stuff of unity on on the chunk mesh (keep in mind there will be a lot of chunks in the future). I was thinking about having a dynamic parent (invisible) with dynamic suports as child (invisible). Full-color voxel lighting engine (some minor bugs with sunlight). com pathfinding for voxel games Unity forum’s “After Playing MineCraft” thread: You’ve probably seen this but this is the main thread where people have made MineCraft like games using Unity Cubiquity: An excellent free voxel terrain asset for Unity More Voxel Resources Hello everyone, i am trying to make a multiplayer adventure game and want to have procedural terrain generation. New: Hidden regions within multi-material welds are culled before Marching Cubes processes them. The destructable voxel layer will be destroyed based on type of impact and type of Uniblocks Voxel Terrain, a cube-based infinite voxel terrain engine. I suggest that you combine groups of a few thousand meshes ("chunks") A Chunk class could handle may voxels, And there you have it — another critical piece of our voxel engine firmly in place. Now 800+ shadows and still keep 50ish FPS on any other project that uses Unity Terrain. It’s just a singular chunk generator that builds I’m trying to come to grips with how to share complex data structures between systems in a DOTS/ECS codebase. And of course if you have any questions, I’ll always be happy to help. If any of you know what and how the greedy algorithm works it would be greatly appreciated if you shot me some of your knowledge, as I have been searching for the past 4 hours and yet I have returned with nothing. Unity has a method to do this at runtime with some limitations. Chunk+Size Hi I was wondering if anyone could help me figure out a script to save my voxel terrain between scene changes. However when I run the code below, the cube is not created. e. One of the aims of my voxel engine is to be able to generate vast terrain that extends into the distance. I don’t need help on a code level, but more on a conceptual level. Each time I start play mode brush stop affecting terrain. Marching cubes terrain sculpting v2. Here’s my [SOLVED] note: this is my first time using the unity forum, so I might have to move this somewhere else So I’m working on a procedurally generated voxel game, and it worked fine using cubes, but that was way too laggy, so I switched to using meshes and only showing the faces which have a neighbor air block. I have a problem with making a voxel engine in ecs style. In this time I've written a new updated tutorial on If you have the same kind of coordinate system between your world coordinates and your chunk coordinates, this should work. Modified 4 years, 8 months ago. And essentially what you do in a voxel engine is you procedurally generate the mesh In the beginning the chunk has nothing at all except coordinates and some rules on terrain generate defined by Voxeland or MapMagic generators. There was one engine that i took fancy to, but it’s too complex for my game, and as i understand I’ve been working creating a 3d voxel world and I’m wondering about how I should store information about voxels. sites. I know where the lag is (posted below) but can’t figure out how do I optimize it, or at the very least hide of slow it is 😛 Here’s the relevant code : public static byte calculateByte(Vector3 I am making a game where the world is created out of blocks. And the furthest is a bended horizon plane - it build out-of build Procedural Voxel Terrain Project. You can use job structs model to multithread it. I’ve tried using unity serializer but Since theyre generated on the fly It doesn’t recognize the chunk clones or their positions. New: Material palettes (for use with voxel terrain) support a theoretical maximum of 65,536 Unity Materials. Introduction These tutorials and guides are what I wrote as I made my own voxel engine which later changed into the game Vox. Should I use My question is, how do I reduce draw calls in Unity for a voxel/chunk game. Hello all, I’m new to unity and currently building a voxel engine. Basically, I create a mesh for each 8x8x8 section of Do you really mean chunk - or the Voxeland terrain as a whole? If the second one - try setting the size the way zrocweb mentioned. A voxel engine written in C# using Unity3D. In the system voxels are generated using a height map plus some I’ve done A* in 2D games before, and have also used Unity’s navmesh for simple 3D environments. First problem: I want to have entities called chunks(not ecs chunks - When I refer to chunk I mean entity with voxel component on it) on which I will have position component and VoxelsComponent. Currently I’m using ScriptableObjects like so; [CreateAssetMenu(fileName = "Material", menuName = "TerrainMaterial")] public class TerrainMaterial : ScriptableObject { public string materialName; public int durability; } Where VoxelTown A Powerful & Efficient Voxel Engine ASSET STORE VoxelTown is a Powerful & Highly Optimized VoxelEngine for Unity that makes heavy use of both the GPU & Burst Compiler! It’s also highly flexible and capable of supporting multiple worlds in one scene, as well as freely moving and rotating said worlds. Originally I tried the, every voxel is a entity but this ended up being a disaster. PositionToChunkIndex to check which chunk index contains the voxel, and this should be a lot faster than a dictionary lookup to search for the chunk again every time. There’s still some optimizations I can do. I’m new to unity so any help would be greatly appreciated. 2283648 being rendered in the scene. In the tutorial he gets each chunk to collect the vertices, triangle, etc. Looking for a solution, I read about threads and coroutines and I implemented a Hi there, Any advice to speed up voxel game with SurfaceNets? When it generates a new chunk, fps will always drop from 60 to 10~30. By the end Open the project in Unity 2021 or newer. Unity has a limit on the amount of vertices one mesh may cont Our strategy involves an optimization where we only generate mesh faces for the voxels that are exposed to air or to the edge of a chunk. I’m creating an octree-based voxel LOD system and so far it’s going well, but I’m hitting a snag with voxels underestimating their volume at lower levels of detail. And I didn’t know they had threading capability in unity, I am going to have to look further into that. Each block Hi, I’m trying to make a custom Voxel Engine for my game which is little similar to Minecraft (at least in cubic map). A Unity C# scripting tutorial in which you will build an editable 2D voxel grid, then triangulate it with the Marching Squares algorithm. I’ve done some preliminary research and read through many posts here on the forums to get an idea for what I can and cannot do, but I find I still have a few questions regarding what is possible and if my Hi, I am trying to make a procedually generated 3d voxel terrain, i googled this alot an i still don´t understand Perlin Noise, the math behind it, how to appy it to the 3d Terrain and making it procedually, for example if i generate a Chunk, how to make the chunk next to it be a contination of the terrain. Previously without the DAG we had to hold all voxels in memory even air voxels. - as for falling into the chunk that’s not rendered yet if that’s what you’re talking about. Every chunk: contains a NxNxN voxel array generated with perlin noise 3d contains a Mesh derived from the surface Voxel data generation for a chunk is about 2ms. JobCube, a single Cube made with Jobs. Think of it like other voxel games: as you walk around the chunks are generated and removed constantly. Features Powerful, fast & easy to use voxel terrain Real-time terrain editing When inspecting the chunk meshes that I was generating through code, I realized that I had meshes with 780K vertices, when I really only used 20K or so. From your description, I would think you’d need a system which can add and remove chunks as necessary. Another question is do I have to recreate the whole chunk when I modify one block, it is very obvious when the chunk There’s no need to bother pirating anything as I can always provide prospective customers with a fully functional and the latest demo version. In my voxel “engine”, I wish to collect verticies and combine faces for both the Hello, For the past few months, I’ve been developing a procedural 10x10x10 chunk-generation system. Texturing. Pathfinding in unity for voxel structures: Again from UnityCoder. With the mesh generation techniques we’ve explored in Part 2 of “Building a High-Performance Voxel Engine So basically: Client requests chunk → Server loads chunk locally → Server sends chunk data to client → Client’s chunk processes the data, displays the mesh, etc. 0 (this is also based to the earlier webgl port) Current Features: – Can add / remove ground – Special shader for blending materials (based Unity has a limit on the amount of vertices one mesh may cont When making a voxelized world, you have meshes that are groups (or chunks) of voxels at a time. 9 for spawn chunk limit is a very low value (like minecraft with very low render distance) and with a high end PC for 40fps. Voxeland requires Unity 4. Collections. For now I have no better thoughts than splitting chunk in 4 to distribute physx baking in 4 frames - however this will not make the peaks 4 times lower (each baking call has it’s own overhead). public Vector3 RealToChunk(Vector3 real){ int x = (int)Math. : Cheers Hello everyone! Together with a friend i created a Voxel system for unity. BTW MapMagic is on sale too ! The thing is that Voxeland generates a new chunk, not just loads it. However, as I was fiddling Hey am a tad bit stuck atm and have been smashing my head against the desk for serveral hours now until finally ive reached the point were its time to ask for help - Ive started Long story short, in every impressive cubic voxel implementation I’ve personally seen, the data set isn’t represented by instantiating literal cubes. Full source is available from my repo. RecycleChunksFollow Then switch to display the current voxel mesh that represents the oct tree. The tool comes with all the assets can be increase the chunk generate performance; make it multi-threaded; more compact data; use DX11 shader batching for chunks to reduce draw calls; new height-blended shader Deleted the scene land already sorry, but what happened is the mesh seemed to be reduced in pollies like it became very blocky. Thanks! Kronnect October 7, 2018, 7:23pm (VoxelIndex struct containing chunk reference and voxelIndex inside the chunk’s voxel array). The problem is that a Marching cubes terrain sculpting v2. I’m working on a project with a voxel style world where I have a compute shader with a simple task of finding visible voxels in StructuredBuffer and outputing their position in a VoxelVertex struct to an As long as each chunk is a single continuous mesh, it will lay out the lightmap uvs correctly. Let me explain what I am trying to do. Chunk is the internal entity that shouldn’t be Unity Voxel Tutorial Part 6: 3d Voxels. In the beginning the chunk has nothing at all except coordinates and some rules on terrain generate defined by Voxeland or MapMagic generators. It’s going to be a complete RPG toolkit. It is capable of generating simple shapes, all the way up to infinite procedural terrain, in a few lines of code only. mp4. I quickly ran into some things that really make me wonder if ECS is worth it for this type of thing. Floor(real. Right now i have a chunk that contains creates a mesh based on the cubes inside. Dealing with complex UV mapping is far more so. World generation and chunk loading. So you could just check whether the currently stored chunk is the one you need for the current voxel, and only look up another chunk if it’s not the one. 0 Voxel Master is an editor extension that allows you to dynamically create your worlds with voxel terrains! It is a powerful, yet simple and easy to use voxel engine. As this isn’t intended to be an “original” project or IP, I decided to attempt a Minecraft clone in the hopes to bring my Unity knowledge past what it is. Write better code with AI If you have the same kind of coordinate system between your world coordinates and your chunk coordinates, this should work. Great idea. If I can’t do nothing Hi everyone, V4 beta 1 now available with support for custom materials for default voxel types. My original code is a pretty Unity has a limit of slightly less than 2^16=65536 vertices per mesh. I suppose you can fix it using locks, but I find that to defeat the purpose and make it a lot [ GitHub ] — [ Discord ] This game engine is an early prototype, expect things to break, if they’re not already broken! OSUVE is my take on a voxel engine, made open-source to the world t̶o̶ ̶p̶u̶t̶ ̶t̶o̶ ̶s̶h̶a̶m̶e̶ ̶a̶l̶l̶ ̶p̶a̶i̶d̶ ̶v̶o̶x̶e̶l̶ ̶e̶n̶g̶i̶n̶e̶s so that others may benefit from the knowledge that is accumulated here, and perhaps Hi everyone. Can I use the latest version of Voxeland in Unity 4. Flexible voxel chunk sizes. However, I now face an When making a voxelized world, you have meshes that are groups (or chunks) of voxels at a time. I had to go into the mesh settings and set tangents to ‘None’ in order to get real time lighting to work. As far as I understand it, I need to make chunks into one, aka I need to combine the chunk meshes into larger ones, but what "trick" aka way is this done the most efficiently with in Unity, Unity-based procedural voxel chunk generator. I Got something but its not worth showing. Contribute to bbtarzan12/Unity-Procedural-Voxel-Terrain development by creating an account on GitHub. First step is calculating it’s voxel data. I have a feeling its So you could just check whether the currently stored chunk is the one you need for the current voxel, and only look up another chunk if it’s not the one. Despite seeing several projects utilising it. Collections; using New: Use voxel type information for multi-material support with material palettes. This series of 'How Minecraft Works' will go over how I recreated many features o Hello, everyone! First post here. But I wanted to see For fun I am trying to make a voxel meshing script that is fast and memory efficient. Every chunk: contains a NxNxN voxel array generated with perlin noise 3d contains a Mesh derived from the surface points of the voxel array is rendered with marching cubes algoritm Every mesh has its own Material Every Material is made of 3 texture: one main Contribute to lischilpp/unity-voxel-engine development by creating an account on GitHub. I can generate a lightmap (based off of one like what is used in Minecraft) that defines the light intensity for each block in the mesh, but the issue that I am having is this: How do I apply this lightmap data to the mesh? I haven’t Hi guys, I’ve been working on optimizing some code for generating a voxel chunk (cubed, so x cubes by x cubes wide, each calculated, etc) and have no idea how to optimize it further. This is still a WIP, but should be releasing on the Asset Store this month if all goes to plan. I don’t mind Hi thank you for great asset, I faced some issue with terrain update. Sparse Voxel DAGs (Directed Acyclic Graphs) provide a cutting-edge approach to rendering complex 3D scenes with a high level of detail. Playable mesh modification. , information from each voxel and then generates a single mesh for that chunk. Hello game developers, I’ve written a tutorial in c# on creating voxel terrain that can be generated infinitely and saved and loaded wherever needed. My idea is to hand craft the world with voxels in the editor so the map would be static. Chunk size is 25x25x25 and SurfaceNets only smooth it once. This isn’t a chunk issue; this is all one mesh. It include the Dual Contouring, Marching Cubes and “Minecraft like” (Boxel) algorithms. Fixed size spherical chunk loading; Support for transparent materials (like glass) and connected blocks (like water) Different block types; In this video, I go over how I recreated Minecraft's chunk data generation. But I wanted to see Hi there Unity3D. Fast by default with easy to Hey guys, I am a beginner in Unity and currently trying to make a simple Minecraft clone. The problem I have is trying to figure out how to make it render around the player, any ideas. I am still new to Unity and semi-new to C# (Exerted Java Programmer and C# doesn’t seem too different), i cant seem to find any answer to how to do a smooth voxel terrain that you can manipulate, i have seen fixed cube ones but that is far from what i am after and if it is possible, is there a way to not allow for things like chunk loading. As of now, I have procedural world generation created, the ability to place blocks, mine them (and pick up the I am making a (surprise surprise) minecraft-like infinite procedurally generated game that utilizes the Unity Job System for chunk generation. However, In the context of a voxel engine in Unity, So we have a chunk where every other voxel is empty. I noticed others asked how to make a Voxel Asteroid with Voxel Land. Hi guys, I’ve been working on optimizing some code for generating a voxel chunk (cubed, so x cubes by x cubes wide, each calculated, etc) and have no idea how to optimize it further. After the mesh-rendering is finished i am creating for every chunk in this world a NavMesh Surface-Component. Combined meshes are regenerated any time a chunk has been modified. Obviously in addition to that you would also need some way of synchronizing block changes made by players, but that should be simple enough. Post some code. Re-calculating collision mesh is an internal Unity (or physX) function, and, as far as I know, there is no way to speed it up. An update adding support for Unity 5 should be coming out very soon, and I’m also working on some performance improvements. I am wondering whether it is more efficient to do this as opposed to simply creating a mesh for each voxel. at first I though it was the way the new voxel Using the GPU for noise computing sounds like a good idea. I think objects that do not easily fit in the meshing algorithm should Hey guys, I’ve been hard at work for the past few months and I’m pleased to show you my solution for block style voxel terrain. Any libreries or explanaitions are really apreciated. Then instead of logging the coordinates we instruct the chunk to fill its voxel. CoordRect rect, MapMagic. Unity shader graph: Texturing optimized voxel terrain mesh. My issue is, what I assume to be, poor chunk utilization. I’m working on a project with a voxel style world where terrain can be edited (think 7 Days / Minecraft / etc), and one of the obvious optimizations I’m trying to get going early is culling faces on chunk boundaries that aren’t required. com Let's Make a Voxel Engine. y); int z = (int)Math. SilverStorm, I’ve just sent you a link to the latest Unity 4 compatible version demo with a personal message. 3. But I’ve never tried to do path-finding in a 3D voxel terrain before, do you have any ideas or suggestions for accomplishing this? In other words, how can I set the voxel of a chunk that isn’t yet rendered or generated? 1 Like. Unity’s NavMesh tend to generate some really awkward slopes, at least in my experience, and it doesn’t look that good for AI. However, generating is done in a separate thread, so it does not affect the performance - only the final stage, setting up the Unity mesh happens in main thread and require some time depending on the chunk complexity. Chunk+Size Deleted the scene land already sorry, but what happened is the mesh seemed to be reduced in pollies like it became very blocky. A voxel game Like Minecraft that's created in unity using chunk system with seed - DelinWorks/Minecraft-Unity. Happy to answer any questions on the way i did it. Hot Network Questions How to write the vector of i, j, k In this devlog, I talk about my experiences using Wave Function Collapse to generate procedural terrain in Unity. Chunk Script using UnityEngine; If you get the message saying that one of your lists (uvs, vertices, etc) is out of bounds or too large, that usually means that multiple threads are interfering with each other and accessing the same lists for different chunks (or something similar, depending on your set up). As of now, I have procedural world generation created, the ability to place blocks, mine them (and pick up the Just having a unity object per chunk instead of per voxel will make a world of difference. Landscape is generated using Unity's Perlin Noise functionality. Note: I am only using Jobs, not ECS, chunks are gameobjects. I’m a student working on my FYP, and I decided to tackle a bit more than I set out to. Sub-Chunk Code using System. I have created a terrain with chunk size of 30 and it is 5 10 Voxels high and 40 x 40 Voxels. Dynamic chunk managment You can remove the bumps but then it’s flat, when what you really want is for it to be undulating like a regular terrain. Mesh don’t need it for chunk. Ask Question Asked 4 years, 8 months ago. I am currently writing a voxel terrain generator that utilizes multiple sub-meshes to handle multiple materials per terrain chunk. However, I am stuck at creating a shader to darken the blocks based on sunlight and other light sources. As far as I understand it, I need to make chunks into one, aka I need to combine the chunk meshes into larger ones, but what "trick" aka way is this done the most efficiently with in Unity, I am making a (surprise surprise) minecraft-like infinite procedurally generated game that utilizes the Unity Job System for chunk generation. I’m doing it the second way right now, and I’m not able to have more than 10,000 blocks onscreen at once without my game lagging. This would allow custom roads, I have been toying around with my voxel terrain generation and because the game i am planning to create is a city simulator and will have multiplayer so will require large scale maps, i wanted to add chunk loading to the game so everyone who joined a game didnt have to load every single chunk, when i do save or load these pieces of voxel terrain, it laggs for about 10 Easy and simple voxel system. Also an implementation of constructive solid geometry that allow easy construction, modification and destruction of meshes. Density function and isosurface. R. You can also use Unity ECS framework, to keep and process individual voxel or chunks. Although the component shows up in every single chunk as expected, the blue overlay of the NavMesh Surface does not. Introduction I’m creating a Voxel-based tech demo and was hoping to leverage DOTS for easy multi-threaded operations across many “VoxelChunks”. Skip to content. com Hello, i have created a voxel-world. noanoa, Webbstre, Chunk is not split in height, it is generated once from chunk’s bottom to filled top point. Unless you are not doing classic voxel. We’ll provide a step-by-step guide on integrating World generation and chunk loading. Custom Hello game developers, I’ve written a tutorial in c# on creating voxel terrain that can be generated infinitely and saved and loaded wherever needed. I know a lot of Unity folks are working with this sort of thing lately so I’m hoping you guys can help. From there you can cull duplicate vertices and then run something like marching cubes to merge similar mesh faces together and reduce your poly count. My goal in creating this is to provide a cheap but fast method for customizable voxel terrain, while still delivering a good range of features. movie_015. My current implementation is as follows: - World. This article goes over how to implement a greedy meshing algorithm for generating optimized meshes for vertex-colored voxels in Unity. At first, I was going to pass in an array that represents the lightness of the each block in a chunk and then darken the sides accordingly. Custom chunk sizes Custom map sizes In editor map creator On screen brush Brush is re-sizeable on all axis Brush can be hollow as well see pic I built a voxel engine a few months ago and I’ve discussed it a few times on here. I’m making the suggestion that the smoothing should be improved, perhaps with a new approach. Also if you are going to achieve extreme performance on 2160x1200 resolution I’d like to recommend abandon using normal maps - the shader will switch into a lighter mode. Although I’m not very happy that you’ve pirated Voxeland, but at least you’ve confessed 🙂 You can bake Voxeland When the voxel land object is moved from 0,0,0 it can stop chunk generation effectively breaking the voxel land until it is put at 0,0,0 Rotating the object can cause individual chunks to rotate but not the entire object to rotate if done at certains like prior to generation Voxeland requires Unity 4. Voxel definition. But my first problem is with VoxelComponent. Hello everyone following the voxel tutorial, it's been a long time since an update. Could be the add on of the LOD system. Sign in Product GitHub Copilot. Voxel worlds are great, but I'm really enjo I am currently creating a minecraft like game and have been following a tutorial by AlexStv. Navigation Menu Toggle navigation. Update() gets all chunks within view distance, if it already exists, simply enable it, if it's new, add it to a queue to Hi, I’m trying to make a custom Voxel Engine for my game which is little similar to Minecraft (at least in cubic map). This new option increases your options to create more compelling and complex voxels while leveraging chunk-related features like face occlusion, integrated AO, etc. 1ms . I changed to using the chunk approach and it works well. I Have made it so that if you type createChunk(xPosisitonInWorld, yPositionInWorld); It will create a 16x16 chunk at that world point. As no voxel engine base that I can see, has this ability. Then attach destructable Voxel data generation for a chunk is about 2ms. Contribute to takaaptech/VoxelSystem development by creating an account on GitHub. Asset store has to fit inside the chunk it’s attempting to be placed on. Also allowing us to throttle the chunk building so to avoid these lag spikes Hi everybody! I have been working on a simple chunk based terrain generation system, with voxel octrees. Chunk+Results results, MapMagic. Or is it better to write my own collision logic for the objects that have to collide with the blocks. It’s pretty barebones at the moment and the code is not great but I plan to keep poking it at. It was really bad. Calculations become very demanding. z); return new Vector3(x, y, z); } If someone have an idea of how this could be by-passed - feel free to share. I already tried changing the “useGeometry”-Option to “PhysicsColliders”, but that did not make Hi everyone! So, this morning I was playing voxelstein 3d and got on a voxel kick, I started working on a voxel engine in Unity and was surprised at how great the performance was. 2. I’m starting to learn ecs approach. I’m happy to answer any questions about implementation if anyone is interested, otherwise hopefully someone finds it Hello everyone, I am glad to present to you my work : An exemple of procedural meshing based on voxel. It threats differently data objects instead of gameobject. Dynamic chunk managment Unity3D, voxel chunk mesh modification: Further performance improvements. Try unchecking “Hide Chunk Hierarchy” in Voxel Play inspector. After switching off it’s still not working (progress tag on top of menu doesn’t changes too), but if I hit Rebuild manually all changes which were made with brush suddenly appears. Remeshing can be very Hello Unity Forums. Quadtree chunks in Unity. The system is capable of rendering upwards of 50×50 randomized Aimed at both aspiring and seasoned game developers, the article provides practical insights and step-by-step instructions to harness the full potential of Unity’s advanced Developing procedural voxel world in unity. Here are some of the features the map editor will have. This is insanely fast, meshing and drawing at around 650 FPS on my RTX 4090. First chunk in Boxel. Basic Chunk Management. Sometimes it is worth staying closer to the actual description of the surface (i. Now, I read a lot about it: how do they work, their implementation, pro and cons especially regarding level of detail (that was my research purpose). Chunk based design. How can the player be in a chunk that doesn’t have any non-solid blocks? The collision should stop that. At the moment, that’s all it can really do. There’s obviously other im messing around with the youtuber blackmodulestudios voxel scripts i want to scale the voxel mesh and have the created chunk from the wordgen script scale with the size of the voxel created in the voxelmesh script here are the scripts and a screenshot of what it creates voxelmesh script: using UnityEngine; using System. Generation algorithm is not so flexible as I would like, that’s why I want to implement Map Magic support. I have a i7 2700k (4. It all works “fine”, but it doesn’t matter the chunk, after a Hello game developers, I’ve written a tutorial in c# on creating voxel terrain that can be generated infinitely and saved and loaded wherever needed. ~DOCUMENTATION~ ~Asset Store~ ~Discord~ Features: Simple to setup to use. Something like this: out_height = floor(in_height * Max_Height) / Max_Height. If unchecked, chunks and children objects will be shown in the hierarchy. Multi-threaded job system to process chunk updates. Currently I The chunk must be rebuilt anytime a voxel in the chunk changes. I’ve tried multiple items: Making a chunk share materials between blocks, Let’s make a voxel engine is also a great tutorial series, though not directly related to Unity - the basic concepts hold true no matter what environment you’re working in. Maybe someone here can correct me. Voxel terrain was made hugely popular by MineCraft and I think that’ Hey all you advanced coders out there. Never mind bargainers and naysayers, your engine doesn’t need 1 billion features to be useful. That’s about 6ms for voxel gen, mesh data gen, and mesh creation and 6ms for MeshCollider creation; 12ms total. A chunk could be quite small, maybe 8 cubes per side, and whenever you request a cube be added in a location with no active chunk, a new chunk is created with only that cell populated. You can also change color for each voxel in a chunk, and Whether everything is just a ton of managed instanced meshes, each chunk is a solid combined mesh. Fast by default with easy to I have my voxel world represented as 16x16x16 chunk meshes. noanoa, Classes for Block, Chunk, and MeshData are defined below the intro. the backing 3D array), than optimising yourself into a place where it's not as easy to change the mesh when you need to do so (assuming you don't just rebuild the entire chunk each time a voxel changes). Regardless of how you want to store the data programmatically, the ability to A Chunk class could handle may voxels, but not the whole planet, and the VoxelRenderer can handle spawning as many chunks are needed to make the whole planet. The current code works well at memory management (no leaks) and is fairly fast but the time needed to generate an entire chunk (16 sub chunks) still is anywhere between 10-20ms. Think of it like other voxel games: as you walk around the chunks Voxeland is a next generation of a cubic-style terrain, but a bit more than that: it is a subdivided and adroitly smoothed cubical structure. Ideally it would be good to have Voxeland automatically weld the vertices and call Is there an alternative to raycasting to find which voxel I have hit? I’ve got a bouncing ball mechanic that needs to know which voxel is hit when bouncing off of a chunk. Loading a ready mesh can remove this lag, And btw you can try to increase chunk size, not to reduce it - this will lower the number of draw calls (but this will increase terrain change time). Write better code with AI oking for different ways to speed up my simple voxel system reducing the number of voxels and generated triangles, I stumbled upon these sparse voxel octrees. Does anyone know what I am Lets take a concrete tower building as an example. x); int y = (int)Math. You can use job structs model to Hey all, I’m currently working on a voxel engine like minecraft in Unity. GeneratorsAsset gens, MapMagic. I’m developing a procedural terrain structured with voxel chunks. I know where the lag is (posted below) but can’t figure out how do I optimize it, or at the very least hide of slow it is 😛 Here’s the relevant code : public static byte calculateByte(Vector3 Hi all, I’m having a lot of trouble with voxel lighting. 1. Voxel terrain was made Hello, For the past few months, I’ve been developing a procedural 10x10x10 chunk-generation system. : Cheers Unity has a limit on the amount of vertices one mesh may cont When making a voxelized world, you have meshes that are groups (or chunks) of voxels at a time. x / chunkSize. Price will be If I reduce the voxel size in Unity, same problem. Also chunk mesh updates occur in background thread and Hello all, I’m new to unity and currently building a voxel engine. Try it Voxel Meshing Dual Contouring Unity-based procedural voxel chunk generator. That might be because of some Unity 5 changes, The chunk meshes use the standard Unity mesh renderers and shaders, so they should just behave like any other mesh, I’m trying to come to grips with how to share complex data structures between systems in a DOTS/ECS codebase. I am not an experienced game developer at all, until now I Hey guys i have been following some tutorials on how to create a voxel procedural map sizes to 0. There was one engine that i took fancy to, but it’s too complex for my game, and as i understand So I decided to take another stab at making a minecraft-style voxel game in ECS: Results were pretty nice. I watched several playlist about making Minecraft on youtube, but most of them do not implement Greedy Meshing, and use Tasks for multi-threading. Voxel terrain was made hugely popular by MineCraft and I think that’s Hi all, I’ve been messing around with ECS a bit lately and started looking into moving my GameObject/MonoBehavior voxel code over to ECS. docs. This stage is called “generate”. unity3d. google. This will allow us to easily render more cubes, while also only d For the bold: MM output height needs to be clamped to the nearest valid voxel height. This is an experiment to generate a cubic voxel chunk mesh as efficiently as possible. Should I use I’ve been trying to find an answer to this but everyone else dealing with seams and their voxel meshes are having a very different issue it feels like. Build some voxels with RGB lighting. Thanks in advance! 😃 Hi there Unity3D. Though the generation is relatively fast, the framerate of rendering it is not. I am building a voxel engine, and everything seems to be working(no errors), but when I try to build the mesh, it gives me an empty mesh with 0 verts and 0 tris. MeshCube, a single Cube not with Jobs. Worlds can be Infinite or Finite and can even Hello, i have created a voxel-world. 8Ghz) and a GTX 670 and I only get 40fps with these settings. I’ve seen that the smaller the voxel, As to attributes, rather than having one attribute times 256x256x16 where you’ll find that 95% of the chunk has no attributes at all, you would instead need a “sparse” collection (think: Hey all, This is connected to my post from last night ( 2D Voxel Engine Issues ), but is a good enough question that I feel belongs in it’s own post. The current system loops through all blocks in the chunk, 25600 * 6 faces = 153600 calculations to generate the mesh from the block data. Update() expanded. I try to phrase better this question. If you could please list This gives us nice rolling hills and stepped terrain, already a good starting point for any voxel gamedev project. Not sure if that was you who recently asked about the neighbour chunks in a voxel system. This example uses a 3D noise library to generate voxel data. This prevents you from having a giant voxel as only one mesh. The algorithm is derived from Robert O’Leary, with a few alterations made. I am currently creating a minecraft like game and have been following a tutorial by AlexStv. The coordinates used for the vertices are all using integers as a reference. Now that we know which voxel grid was touched we can convert to the chunk's local voxel coordinates. Triplanar Shader. You should investigate a Hey am a tad bit stuck atm and have been smashing my head against the desk for serveral hours now until finally ive reached the point were its time to ask for help - Ive started looking at Random Terrain Generation and decided to use a Voxel based system and it all works nicely accept for 1 issue, when it came around to adding Biomes and such, for example a I try to phrase better this question. Uniblocks Voxel Terrain, a cube-based infinite voxel terrain engine. This essentially makes every chunk a "model" and you'll need to rebuild the model any time a block changes. However, since the size of each chunk is significantly larger than Uniblocks Voxel Terrain, a cube-based infinite voxel terrain engine. I want to instantiate a cube in the voxel class and use it to generate chunks in the terrain generation script. I’ve been playing around with ECS to generate voxel terrain. Boundless World. I have three classes. Follow the documentation to install a few dependency packages and then open the sample scene, where you can immediately start drawing. In that thread I suggested to go over a chunk in another job and just gather the bounding faces, perhaps one (bit) array for each side (two-dimensional, as in width times height of the chunk since it’s only bits that tell you whether This is a toolkit I’ve been working on for the past few weeks now. public Vector3 RealToChunk(Vector3 real){ int x You could have each chunk build its own 'voxel' chunk mesh, eliminating the 'scene' individual voxel gameobject, keeping only chunks gameobjects. A much faster, yet unreliable method of sending chunk data could be to only send the voxel changes, and then just let the clients generate their own terrain based on seed and then apply those changes. The chunk must be rebuilt anytime a voxel in the chunk changes. Currently I am testing with a 5x5x5 chunk voxel map, but the final map size will be around 10x10x10 - Used Unity’s FBX Exporter from the package manager on a child chunk. By this, I mean a flood-fill voxel lighting type system in a blocky voxel type game (think Minecraft). Asset store link | Video demonstration Screenshots: Features: Infinite procedurally generated terrain Fast realtime loading and saving of terrain, efficient terrain storage on disk Multiplayer features: streaming terrain data from server, synchronizing voxel changes Support for custom non-cube voxel . No worry’s I just wanted to make sure it wont be a problem in the feature. I only try StartCoroutine to speed it up. - Powll/Procedural-Voxel-Chunks. Hello, I want to have a base texture and a normalmap for each so it’s not possible to edit it in the Unity editor. It is fully destructible , it draws the mesh just fine for each chunk, you can create chunks in the scene view with our editor (and save them as prefabs), and you can even feed it images, from which it will create a level based on the pixels. Just make your code fast enough, and pick a chunk size that will allow you to remesh quickly. Voxel meshing algorithm with smooth lighting and per-side textures. Unity 2017. I don’t know all the technical details, but that’s just how rendering works in Unity (and I’d guess most My question is, how do I reduce draw calls in Unity for a voxel/chunk game. In the context of a voxel engine in Unity, So we have a chunk where every other voxel is empty. I can’t tell if it is I’ve been working on a basic engine that can effectively generate a Voxel mesh of cubes. It already uses parallel burst jobs (which are amazing), so I thought it would be fun to try with ECS. v1. By utilizing a hierarchical data structure that captures This article outlines the step-by-step process of how to create a voxel engine game in Unity, detailing voxel generation, chunking, rendering optimization, and user interaction. Finally, I will showcase how this system can be used to seamlessly visualize large voxel worlds from memory. z / chunkSize. I managed to see your initial post with quotation but could open references. But if you think lowering it you will sell more, do a test, but don’t say it here, or people will hold back waiting for a price drop. Mono has Lets take a concrete tower building as an example. Hi everyone. Write better code with AI Security. Easy and simple voxel system. Marching Cubes. I’ve followed this awesome series of tutorials on creating a voxel engine: Student Game Dev has moved!: Unity Voxel Tutorial Part 8: Loading Chunks I’ve learned a lot and I’m currently trying to add features to it. I mean I knew voxels had some overhead, but this isn’t (MapMagic. Each chunk has its own mesh and renderer. JobChunk, a single chunk that uses Jobs. The price is also interesting, there is a lot of effort in your code. As for the second part. I built a voxel engine a few months ago and I’ve discussed it a few times on here. Uniblocks Voxel Terrain, a cube-based but to be used so much just adds needless overhead in CPU time which is already sparse because of single threaded chunk generation. If using a standard 16x16 chunk size, generating enough chunks [ GitHub ] — [ Discord ] This game engine is an early prototype, expect things to break, if they’re not already broken! OSUVE is my take on a voxel engine, made open-source to the world t̶o̶ ̶p̶u̶t̶ ̶t̶o̶ ̶s̶h̶a̶m̶e̶ ̶a̶l̶l̶ ̶p̶a̶i̶d̶ ̶v̶o̶x̶e̶l̶ ̶e̶n̶g̶i̶n̶e̶s so that others may benefit from the knowledge that is accumulated here, and perhaps As no voxel engine base that I can see, has this ability. I'm using chunks and I want to avoid loading chunks that are within the draw distance but are just underground and not at all visible to the player Imagine a world without an end, as we move around the map we should generate new chunks with new voxels and sampled noise. And essentially what you do in a voxel engine is you procedurally generate the mesh HI, I’m working on a voxel mesh generation system and currently the world is made of chunks (each chunk containing 25600 blocks). Voxel engines combine individual blocks and objects into one or more combined meshes. 10 and there is a triplaner shader memory leak all the time and for some reason I am having trouble understanding the chunking system. While this isn’t directly about Unity, I figured I’d ask here anyway as I know there are several people with experience around here. I’ve read around how Minecraft implements lighting: Light – Minecraft Wiki and I understand the theory. You can use Engine. And Voxeland creates only static terrain, with no support for fluids. But, as your terrain modifications are not vast, I can recommend you decreasing chunk size (Settings - Chunk Size) to 20 or even 15. I created a solution where I instanced all chunk meshes by instancing a mesh for each block’s face. Procedural meshing in Unity. I’m looking for a possibility to import some voxel data in a Uniblocks chunk. I’ve been trying to make it as efficient as possible, and even in scenes with >16 million voxels I was still getting over 1000 fps. I optimized it by merging blocks of the same color. The script I created for this is capable to create a single chunk, the broblem comes when i try to create side by side chunks that dont match. I am not an experienced game developer at all, until now I Hi everyone, V4 beta 1 now available with support for custom materials for default voxel types. We will require some optimizations to our I'm working on my voxel engine in unity, currently I use a 3D array of blocks with a bool to tell me if their solid or not, and render neighboring blocks accordingly. Firlefanz73 November 4, 2015, 6:28pm 506. Dual Contouring. I’ve been talking about this in the other topic about Unity 5 being multithreaded, but it was a bit off topic and so I figured I would make a new topic (does this belong in another section?) I’m making a voxel engine game (nothing like Minecraft mind you, very unique). I now have a chunk that has a mesh. Basically, what is the quickest First of all, I apologize if this is the wrong section to post this topic in. Find and fix vulnerabilities Actions A simpleified voxel engine using Unity 2021. at first I though it was the way the new voxel system looks but when I did a new terrain with the new system it was all good. By removing unused vertices and assigning a smaller array to the mesh instead of the original array (with 780K vertices), I was able to get a huge performance boost - from 50ms long frames to 0. One thing that stands out was mentioning using one chunk. If you could please list oking for different ways to speed up my simple voxel system reducing the number of voxels and generated triangles, I stumbled upon these sparse voxel octrees. Guessing is gruesome. Collections; using System. A terrain generation script, a chunk class and a voxel class. What I’m looking for is not help in the sense of getting programmers to help out, but rather in the sense NightmarexGR, Voxeland uses 2 lod types - the closest one is just a low-polygonal version of non-lod voxel mesh. What we need is a great core engine that allows us to extend it. The mesh generation itself is much faster than that, running at more than 1000 FPS with camera disabled. Remeshing can be very fast. You could have each chunk build its own 'voxel' chunk mesh, eliminating the 'scene' individual voxel gameobject, keeping only chunks gameobjects. y / chunkSize. Custom chunk sizes Custom map sizes In editor map creator On screen brush Brush is re-sizeable on all axis Brush can be hollow as well see pic I noticed others asked how to make a Voxel Asteroid with Voxel Land. Each chunk has a script which holds it’s vertices, triangles and UV’s in lists. 0f3 If I have a certain voxel spawning with a detail generator, is there a way for me to actually find the voxels? I can’t click anything thats generated by the environment script or see them in the object list. Collections; using I see a lot of voxel generation and infinite terrain, but the results are so widely varried you either get a great experience or you hate the world and have to regenerate (did this A LOT in MineCraft the random generation had very little appeal to me). Voxelab content, and what will come next in this guide : Multithreaded mesh creation. Lastly you could also only display these meshes if they have already been loaded. Clear(ish) seams along my blocks. I am currently working on implementing the lighting for these meshes. here are the scripts I’M working with. Drop in this plugin and immediately start drawing, painting, and destroying voxels. Generic; using [ GitHub ] — [ Discord ] This game engine is an early prototype, expect things to break, if they’re not already broken! OSUVE is my take on a voxel engine, made open-source to the world t̶o̶ ̶p̶u̶t̶ ̶t̶o̶ ̶s̶h̶a̶m̶e̶ ̶a̶l̶l̶ ̶p̶a̶i̶d̶ ̶v̶o̶x̶e̶l̶ ̶e̶n̶g̶i̶n̶e̶s so that others may benefit from the knowledge that is accumulated here, and perhaps Hello. 5 ints i have already accomplished that BUT! for some reason the spacing between the cubes is still a unity of 1 could someone please { public static MeshData DrawCube(Chunk chunk, Cube[,,] _Cubes, Cube cube When the voxel land object is moved from 0,0,0 it can stop chunk generation effectively breaking the voxel land until it is put at 0,0,0 Rotating the object can cause individual chunks to rotate but not the entire object to rotate if done at certains like prior to generation This is a toolkit I’ve been working on for the past few weeks now. This way we have more time to que up chunks to Rebuild() on. In this series, we’ll start from the ground up, laying a strong foundation with a basic voxel structure, and progressively delve into more complex aspects such as chunk systems, world It loops through every voxel position within the chunk, calculates its global position, and uses a noise function to generate a height value. Right now I’m trying to add lighting. Convert the 0-1 height to voxel (by default the max height is 256 iirc), then normalize back to 0-1 value (Sorry if image links do not work, posting from phone is weird) Perhaps we could “chunk the chunk data” - send an array of chunk byte[ ]s instead of one at a time. 6 or not? I am using 3. Update() gets all chunks within view distance, if it already exists, simply enable it, if it's new, add it to a queue to Hi, I am trying to make a procedually generated 3d voxel terrain, i googled this alot an i still don´t understand Perlin Noise, the math behind it, how to appy it to the 3d Terrain and making it procedually, for example if i generate a Chunk, how to make the chunk next to it be a contination of the terrain. This significantly reduces the number of faces that need to A great explanation of a well known voxel chunk system can be found in the minecraft wiki. I played with the uniblocks performance settings a lot, and the best I can achieve is with chunk spawn distance of 9 and mesh updates limit to 4. ihmrp cdoq qdt equuk kcoqadtc kkkfa vle lfjr wwxwcr ekmrnplf