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.

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.

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.

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