Voxel Play 4
Game Frameworks & Packs
URP

Voxel Play 4

The next-generation voxel engine for Unity: build infinite, procedurally generated worlds with a visual 3D Terrain Graph, smooth voxels, structural collapse, PBR models and colored microvoxels, for URP on Unity 6.

€138 5.0 · 66 ratings on the Unity Asset Store

Version 50.0.2 · Updated Aug 12, 2026 · Unity 6000.0+

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Key Features

Design terrain visually with a node-based 3D Terrain Graph -- overhangs, caves, floating islands and water at any height
Render smooth, rounded terrain with Surface Nets, mixing smooth ground and blocky structures per voxel
Bring structures down with structural collapse and destructible debris you can keep shooting apart
Extend view distance with Super Chunks distant LOD and skip hidden geometry with chunk occlusion culling
Add fine detail with colored microvoxels and PBR models with full surface maps
Break visible texture repetition with stochastic anti-tiling and a far-detail crossfade
Author gameplay with voxel reactions, fires and smoke, drop items and a deep C# API
Export any model or voxel to OBJ with full textures -- URP and Unity 6

Videos & Screenshots

About Voxel Play 4

Voxel Play 4 - The voxel engine for Unity 6 & URP

Build vast, infinite, fully destructible voxel worlds - and let players reshape every block of them. Voxel Play 4 is a fast, feature-complete voxel engine and toolkit rebuilt from the ground up for Unity 6 and the Universal Render Pipeline. Terrain, caves, water, sky, vegetation, physics, lighting, inventory and world interaction all come integrated in a single solution, backed by full C# and shader source code.

Whether you are making a voxel-style sandbox, a stylized adventure, a procedural survival game or an editor world-building tool, Voxel Play 4 generates rich worlds on demand and gives you everything you need to build, sculpt and destroy them - down to individual microvoxels.

▶ WHAT'S NEW IN VOXEL PLAY 4

- 3D Terrain Graph: node-based volumetric terrain generation with real caves, overhangs and graph-driven water at any height

- Smooth terrains and voxels (Surface Nets) - freely mix smooth and cubic surfaces in the same world, with per-voxel override to keep crisp edges

- Structural Collapse system: voxels fall only when they lose support, with cable snapping, per-voxel support distance, debris control and build-mode collapse

- Super Chunks: distant terrain LOD for huge Terrain3D worlds

- Chunk Occlusion Culling: skips hidden chunks for fast caves, tunnels and enclosed areas

- Anti-Tiling: stochastic sampling breaks visible texture repetition all the way into the distance

- Native A* pathfinding: optimized for voxel space including per voxel definition crossing cost, preferred routes, minimum clearance, LOS requirements and more.

- Biome Tinting: smooth surface color blending between biomes

- PBR model shader with full surface maps (metallic, occlusion, height, smoothness) plus a texture-packing utility

- Mesh clouds, buoyant smoke particles and light-emitting fire

- Voxel Reactions: define what happens when two materials touch (e.g. lava + water turns to solid rock)

- Advanced microvoxel workflow: greedy-meshed slabs, OBJ export, and copy & stamp of shape, tint and graffiti with the pick tool

- Underwater screen effect and caustics on any camera - no character controller required

- New Floating Islands demo: ruined castles, stone bridges and cliff-side waterfalls

Voxel Play 4 leverages highly optimized code - GPU instancing, texture arrays, greedy meshing and multithreading - to render beautiful, vast worlds that stay fast even on modest hardware.

*** CORE FEATURES ***

The goal of Voxel Play is to be an easy to use yet powerful, extensible, rule-based voxel engine that fills the open spaces of your world while letting you edit any area you want.

Template based

- Works with Scriptable Objects to define worlds, biomes, voxels and models. Each definition is a set of generation rules plus textures and sounds.

- Define any number of worlds, biomes, models and voxels in the Unity Editor, and model your world interactively at runtime using the same interface (everything you change is saved).

Extensible

- Comprehensive set of runtime events (e.g. OnChunkBeforeCreate, OnVoxelCollapse, OnVoxelReaction).

- Custom terrain generators and pluggable detail/spawner generators.

- Full C# and shader source code included; scripts ship as assembly definitions (VoxelPlay / VoxelPlay.Editor / VoxelPlay.Demos).

Ready to use

- 8 demo scenes including textures, sounds and predefined biomes and voxels you can drop into your project.

Performance & robustness

- Hidden face removal, greedy meshing, GPU instancing, chunk occlusion culling, pooling and cache-friendly data structures.

- Multithreaded chunk generation and meshing.

- 64-bit internals with support for worlds up to 1,000,000 m in size, plus origin shift for large-world precision.

- Octree-based voxel & chunk culling; customizable chunk pool.

- Automatic NavMesh generation and standard Unity collider support.

- Fast ray-cast system.

Voxels & interaction

- Destructible environment with damage cracks, particles and per-type hit/destruction sounds.

- MicroVoxels: add fine detail (2, 4, 8 or 16 subdivisions) or carve parts out of larger voxels.

- Custom-shape voxels (half-blocks, slabs, stairs), native rotation, dynamic voxels and connected voxels/textures.

- Texture variations, animated textures and a customizable in-shader outline effect.

*** RENDERING ***

- Smooth Lighting (light spread / voxelized global illumination) with adjustable AO strength.

- PBR support: per-voxel normal, height, metallic, smoothness, occlusion, opacity and emission maps (Cook-Torrance BRDF); reflection probe support.

- POM (Parallax Occlusion Mapping) via relief mapping.

- Tesselation support for smooth/rounded voxels.

- Emission / glow effects, torches and point lights with flicker, GPU torch sparks and per-frame cost that scales with nearby lights.

- Configurable Max Point Lights (8-128) and improved point-light culling and sorting.

- Color-based, transparent, cutout, textured, vegetation and water rendering variants.

- Standard and colored shadows. VR compatible (Multi-Pass, Single Pass Stereo and Single Pass Instanced).

*** TERRAIN ***

- 3D Terrain Graph for volumetric worlds (caves, overhangs, biomes, graph-driven water) plus the classic multi-step heightmap Graph Editor.

- Procedural voxel terrain generated on demand, with infinite seed-based variations.

- Geological Layers: global underground strata shared across all biomes.

- Full biome support (grassland, desert, forest, rainforest, tundra, taiga, snow, beach, shrubland, bare) with customizable surface, underground, vegetation and shore voxels, plus biome tinting and blending.

- Biome map explorer window, cave systems and building/village spawners.

- Unity terrain / SpeedTree / vegetation converter - turn an existing terrain into a voxel scene in a couple of clicks.

- Curved-world effect over infinite terrain.

*** INTEGRATED WORLD EDITOR ***

- Unity-terrain-style tools to interactively model, sculpt and paint the generated world directly in the SceneView, with undo/redo and a model-definition creation workflow.

*** WATER ***

- Voxelized water with no redundant face overlap and an advanced flooding system.

- Procedural, variable-height water voxels with slope and flow animation.

- Realistic waterline meniscus and a clean above/below-water transition.

- Seamless air-to-underwater camera transition with caustics and volumetric underwater fog, working on any camera.

*** VEGETATION & SKY ***

- Animated voxel grass and trees per biome, with per-plant width variation and custom-prefab support.

- Underground/ceiling vegetation for caves and floating islands.

- Voxelized skybox, day/night cycle, stars and dawns, distance fog with sky blending.

- Animated voxel clouds that cast shadows, plus the new Mesh Clouds style with smooth coverage and horizon reach.

*** CHARACTER CONTROLLER ***

- Sample First-Person and Third-Person controllers tuned for the voxel environment: walk/run, crouch, edge hanging/peeking, fly, swim & dive, and terrain-based footfalls.

- Includes a fully animated Hero model sample from Dungeon Mason. Also works with your own controllers.

*** UI, ITEMS & INVENTORY ***

- On-screen console (F1), FPS counter, animated crosshair, selected-material thumbnail and pixel font.

- Collect voxels, select active items and build voxels, objects and complex structures at runtime.

- Interactive objects framework with events, plus dozens of sample voxel definitions including 20+ high-quality PBR examples.

*** LOAD / SAVE ***

- Load and save to file or memory buffers, with optimized file size and incremental region-based saving (includes microvoxel data).

*** TOOLS ***

- Door creation tool, texture voxelizer, tileable noise generators, multi-textured cube generator.

- Qubicle model import (.qb / binary) into optimized voxel meshes.

- OBJ export for models and voxels, and a surface-map texture packer.

Related assets:

- Voxel Combate Zone: ready to use, destructible map for Voxel Play 4.

- Voxel Pyramid: an ancient environment for Voxel Play 4.

- Color Studio: design and edit your textures and sprites inside Unity Editor.

Video playlist (include Voxel Play 3 tutorials/demos)

Please note: Voxel Play 3 is now in maintenance mode, meaning it won't receive new features, only fixes. Upgrade now to Voxel Play 4 with special upgrade price.

📖 Documentation | 💬 Support | 🎬 YouTube

Technical details

Latest version
50.0.2
Updated
Aug 12, 2026
Unity
6000.0+
Pipelines
URP
Category
Game Frameworks & Packs
Documentation