Custom Voxels Overview

beginner feature

Voxel Studio · Custom Voxels

Custom Voxels workspace

Custom Voxels are arbitrarily sized voxel models that export as standalone Unity packages. Unlike MicroVoxels (which live inside a 16^3 parent cell), custom voxels can be any size you want - a 32 x 48 x 20 mech, a 96 x 12 x 96 floor tile, a 4 x 16 x 4 lamp post. The exported package includes a mesh, materials, a prefab and a pre-wired VoxelDefinition you can drop into Voxel Play 4.

The catalog

Seeded categories cover a broad range of asset types: nature, structures, furniture, vehicles, ships, sci-fi, fantasy, props, decorative, character-parts, misc. The sidebar also shows Favorites and My Edits with live counts.

Thumbnails

Each card shows a pre-rendered thumbnail. Edits that have not been re-rendered yet fall back to a grid preview generated from the voxel cells.

Selecting a voxel

Clicking a card selects it and mounts the detail panel on the right. From there you can:

  • Edit - open the voxel in the Custom Voxel Editor.
  • Duplicate - create a private copy you can edit.
  • Export Mesh - see Exporting to Unity.
  • Favorite - heart icon.

Meta fields

  • Grid size (size_x, size_y, size_z): arbitrary positive integers. The editor enforces a sensible maximum to keep meshes under control.
  • Scale (scale_m): how many metres a single voxel represents when exported. Default 1.0; set to 0.5 for half-metre voxels, 2.0 for two-metre voxels.
  • Palette: up to 255 colours.
Custom voxels are always baked with the origin on their base (lowest occupied row). See Pivot and Placement to understand how that interacts with placement in Voxel Play 4.
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