FAQ

beginner faq

Voxel Combat Zone · Support

Do I need Voxel Play 4 to use Voxel Combat Zone?

Yes. Voxel Combat Zone is an add-on that generates a world inside Voxel Play 4; it is not a standalone engine. Voxel Play 4 is sold separately. The shared World Play core is included in this package, so you do not need anything else.

Which Voxel Play 4 version should I use?

Always the latest. Voxel Combat Zone is released in sync with Voxel Play 4 and builds on its current API, so keep both assets on their latest versions from your account downloads. Voxel Combat Zone 1.0 works with Voxel Play 4 41.3 or later. To update, import the latest Voxel Play 4 first, then the latest Voxel Combat Zone.

I get "IWorldDirector could not be found" compile errors. How do I fix them?

The package installs two folders: Assets/VoxelCombatZone and Assets/World Play, the shared core that defines IWorldDirector. This error means the Assets/World Play folder is missing from your project, usually because it was unticked during import or removed afterwards. Reimport Voxel Combat Zone with every item selected and keep both folders at the root of Assets; they do not go inside the Voxel Play folder.

Is the generated city random or repeatable?

Repeatable. Generation is deterministic per seed: the same seed and settings always produce the same city on every machine and run. Change the seed for a different city; change a setting to reshape the current one.

Can I turn individual features off?

Yes. The perimeter wall, cranes, power lines, market, well, mosque, checkpoints, bridges, rooftop props, street furniture, vegetation, fires and graffiti are all independent toggles, most with a density slider. Toggling a feature does not reshuffle the rest of the layout.

How do I get river bridges?

Bridges appear where the widest streets exit the perimeter wall and cross water, so your world needs a river. The demo world includes one. If the terrain has no water, the bridges feature simply has nothing to build. In a world with several districts the City Connector takes the crossings over: it switches the per-district River Bridges off and carries the highway across the water on its own viaducts.

Can I set the number of districts, and can each one have different settings?

There is no number-of-districts field. A district (or city, they are the same thing) is one Combat Zone Generator asset, so you get as many districts as you have generator entries in your world's Detail Generators list. Duplicate the asset, give it a new Seed and add it to the list to get another one. Every district carries a full, independent copy of the settings, so zone size, destruction, features, floors, palettes and graffiti can all differ from district to district. The exceptions are World Center and River Bridges, which the City Connector decides for the whole world. How the smoke looks is not a Combat Zone setting at all: thickness, opacity, tint and pool size live on the Voxel Play Environment, under Rendering, because Voxel Play keeps one value for the whole world. Note that the City Connector's River District Count is not a total; it is how many districts must sit next to water. See Several districts in one world.

The world takes a while to load. Why?

The generator writes a large number of voxels on the main thread while chunks are created, so world-load time scales with Zone Size and destruction. For faster iteration, use a smaller Zone Size and a shorter view distance while tuning, then scale up.

Can I place enemies, loot or objectives on the generated city?

Yes. After generation, CombatZoneGenerator.CurrentPlan exposes the full layout as data (streets, buildings, craters, gates, towers, poles, tagged props, the old-town disc and the frontline seam), plus IsStreet/IsBuilding/InInterior helpers. Read it to drive spawns, cover, patrols and objectives. See the Scripting page.

Does the content use third-party stock assets?

No. The textures, voxels, props and vegetation are original to Voxel Combat Zone.

The game stutters during explosions in the editor, is that expected?

Mostly, yes, and it is the editor rather than the content. Always benchmark in a standalone build instead of play mode inside the Unity editor. The editor adds significant overhead (deep profiling hooks, safety checks, and rendering the scene and game views at the same time), and that cost peaks during heavy moments like explosions, when many voxels are destroyed and the debris and particle systems spike at once. The same scene runs much smoother in a built player, so make a build (File > Build Settings) and measure there before judging performance.

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