Generator Settings

intermediate feature

Voxel Combat Zone · Guide

All 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.

Combat Zone Generator inspector

General

SettingRange / defaultEffect
SeedintegerMaster seed. The same seed reproduces the same city. Use Randomize for a fresh one.
Zone Sizevoxels (e.g. 128–147)Side length of the city in voxels. Larger zones mean more buildings and longer world-load.
Destruction0–1 (0.5)Overall war damage: building wear, collapses and craters. 0 = pristine, 1 = doubled damage.
Irregularity0–1 (0.5)Street and lot layout: 0 = perfect grid, 0.5 = organic city, 1 = chaotic bazaar fabric of straight runs with doglegs.
Traditional Ratio0–1 (0.5)Share of low-rise old-town fabric vs modern blocks.
Building Floorsmin–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.

ToggleWhat it adds
Perimeter WallDefensive wall ring with gates at street crossings and watchtowers at corners.
Tower CranesLattice construction cranes over the skyline.
Power LinesStreet power poles with catenary cables.
Building CablesFacade-to-facade alley cables (with hanging laundry).
Street MarketA souk of market stalls.
Old Town WellA stone well in the traditional quarter.
Mosque LandmarkA walled courtyard mosque with a dome and slender minaret; never fully collapses.
Gate CheckpointsSandbag nests, hedgehogs and striped barriers at wall gates.
River BridgesBridges where the widest streets cross a river (needs a world with water).
Rooftop PropsWater 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

SettingEffect
Base LevelReference base altitude for the layout.
Street WidthDefault roadway width in voxels.
VacancyShare of empty lots (rubble fields instead of buildings).
KerbsCrisp 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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