Pivot and Placement in Voxel Play
intermediate conceptsVoxel Play 4 places a custom voxel at the centre of the destination cell. The centre sits exactly 0.5 units above the top of whatever you clicked on. The mesh exported by Voxel Studio has its origin on its base (the lowest occupied voxel row).
To reconcile the two, the exported VoxelDefinition.offset shifts the model along Y:
Pivot = Bottom
offset.y = -0.5. The model's base ends up flush with the ground you clicked on. This is what you want for statues, houses, vehicles, creatures, and anything else that sits on the floor.
Pivot = Middle
offset.y = 0. The model's base sits half a cell above the ground - the model is centred vertically inside the destination cell. Use this for floating objects (crystals, orbs, drones).
Pivot = Top
offset.y = +0.5. The model's base sits one full cell above the ground, and its top is flush with the ceiling of the destination cell. Useful for banners, chandeliers and overhead lamps, especially in combination with Voxel Play 4 chunks that have an explicit ceiling.
Preview matches placement
The World Editor's Build tool shows a ghost preview at the cursor. Recent Voxel Play 4 builds apply the same offset to the preview as to the actual placement, so what you see is what you get. If the preview appears misaligned with the placed model, make sure you are on Voxel Play 4.40.1 B6 or newer.
Changing pivot after export
Re-export the same voxel with a different Pivot choice. The imported VoxelDefinition is overwritten in place because the asset GUID is stable across exports, so existing references in your scenes automatically pick up the new offset.
offset field on the VoxelDefinition directly in Unity after import. Your change survives re-imports as long as you do not re-export with Voxel Studio; if you do, the file is overwritten.
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