FAQ

beginner faq

Voxel Pyramid · Support

Do I need Voxel Play 4 to use Voxel Pyramid?

Yes. Voxel Pyramid 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.

The demo scene looks empty. How do I build it?

The scene has no baked content: the whole monument is generated at runtime. Open Assets/VoxelPyramid/Demos/DemoPyramid.unity, press Play and it streams in around the spawn.

Deep inside I see an opening straight to the sky. Why?

The pyramid buries far below the surface, so the world / terrain minimum height must sit at or below the pyramid base. If it does not, the lower walls sit in empty chunks that render see-through to the sky. Lower the terrain minimum height below the pyramid base (the demo does this for you).

Why is the interior so dark?

By design. The tomb uses global illumination, so deep chambers are dark until lit by the apex light shaft, torches and braziers. Increase Torch Density, or add your own lights, if you want a brighter interior.

Can I place the pyramid somewhere specific, or in my own world?

Yes. Set Base Position to drop the base centre anywhere. Because it is a Voxel Play detail generator, you can also add it to a world that already has other generators; disjoint footprints do not conflict. Keep the terrain minimum height below the pyramid base.

Can I build gameplay (traps, loot, enemies) on the tomb?

Yes. After generation, PyramidMazeGenerator.CurrentPlan exposes the frustum and entrance as data, and the interior is deterministic per seed, so you can drive spawns and objectives from it. See the Scripting page.

Can I use the desert dressing without the pyramid?

Yes. DesertDressingGenerator is a plain Voxel Play detail generator; add it to any desert world for dunes, palms, scrub, rocks and oases on its own.

How do I put my own creatures in the tomb?

Assign your prefabs to the depth bands of the Dungeon Spawner Generator, in the demo World Definition. The spawner handles where and how many; your prefab keeps its own behaviour. To have them come out of a breakable nest instead, leave the nest prefab in the band and put your creature in the nest's own creature list. Add a DungeonDamageTaker to it if you want it to answer to the melee framework. The capsule that ships with the demo is a placeholder to replace.

Can I remove the creatures entirely?

Yes. Either clear the prefab lists in the spawner's bands, or remove the Dungeon Spawner Generator from the World Definition. Nothing else depends on it.

How do I turn off the gameplay elements?

Everything in the exploration kit sits behind generator toggles: Crumbling Floors, Secret Passages and Sealed Vault on the Pyramid Maze Generator, plus the demo loadout on the FPS controller. Switch them off for a clean environment-only base map.

The golden door by the river will not open. What am I missing?

It is an offering door: it cannot be mined. Strike it while carrying enough gold (the message on screen tells you how much) and the tribute is consumed as the door opens. Mine the gold trim bands in treasure rooms with the pickaxe.

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