Generator Settings
intermediate featureAll of Voxel Combat Zone is driven from the Combat Zone Generator asset. Its custom inspector groups the knobs into General, Features and Advanced, plus the Plan Preview minimap and a Regenerate button for play-mode iteration.

General
| Setting | Range / default | Effect |
|---|---|---|
| Seed | integer | Master seed. The same seed reproduces the same city. Use Randomize for a fresh one. |
| Zone Size | voxels (e.g. 128–147) | Side length of the city in voxels. Larger zones mean more buildings and longer world-load. |
| Destruction | 0–1 (0.5) | Overall war damage: building wear, collapses and craters. 0 = pristine, 1 = doubled damage. |
| Irregularity | 0–1 (0.5) | Street and lot layout: 0 = perfect grid, 0.5 = organic city, 1 = chaotic bazaar fabric of straight runs with doglegs. |
| Traditional Ratio | 0–1 (0.5) | Share of low-rise old-town fabric vs modern blocks. |
| Building Floors | min–max (2–6) | Storey count range for modern buildings. |
Features
Each feature is an independent toggle; several have a density slider. Toggling a feature does not reshuffle the rest of the layout.
| Toggle | What it adds |
|---|---|
| Perimeter Wall | Defensive wall ring with gates at street crossings and watchtowers at corners. |
| Tower Cranes | Lattice construction cranes over the skyline. |
| Power Lines | Street power poles with catenary cables. |
| Building Cables | Facade-to-facade alley cables (with hanging laundry). |
| Street Market | A souk of market stalls. |
| Old Town Well | A stone well in the traditional quarter. |
| Mosque Landmark | A walled courtyard mosque with a dome and slender minaret; never fully collapses. |
| Gate Checkpoints | Sandbag nests, hedgehogs and striped barriers at wall gates. |
| River Bridges | Bridges where the widest streets cross a river (needs a world with water). |
| Rooftop Props | Water tanks, antenna masts and satellite dishes on surviving roofs. |
| Street Furniture (+ Density) | Wrecked cars, dumpsters, benches, oil drums and sandbag stacks. |
| Vegetation (+ Density) | Dry scrub, weeds, date palms and olive trees reclaiming the ruins. |
| Fires & Smoke (+ Density, + Smoke Opacity) | Burning buildings and battlefield smoke columns. Density scales the puff count; opacity sets each puff's transparency. |
| Facade Graffiti (+ Density) | Texture-stamped graffiti on facades, interiors, rooftops and walls. |
The Textures and Rooftop Textures foldouts hold the graffiti stamp sets used by the facade and rooftop passes.
Advanced
| Setting | Effect |
|---|---|
| Base Level | Reference base altitude for the layout. |
| Street Width | Default roadway width in voxels. |
| Vacancy | Share of empty lots (rubble fields instead of buildings). |
| Kerbs | Crisp cubic kerb at road edges (forces the bordering terrain to render cubic instead of being rounded by smooth terrain). |
In Play mode, press the Regenerate button (or R with the demo component) to rebuild the world with the current settings and a new seed without leaving Play.
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