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Airship
  • Getting Started
    • Welcome to Airship
    • Installing Airship
  • TypeScript
    • Overview
    • AirshipBehaviour
      • Adding Inspector Properties
      • AirshipSingleton
      • Using Component Decorators
      • Accessing Other Components
  • Publishing
    • Publish Game
    • Developer Console
  • Networking
    • Multiplayer
    • Local Server Mode
    • Network Signals
    • Network Functions
    • Network Identity
    • Network Transform
  • Input
    • User Input
      • Actions
      • Keyboard
      • Mouse
    • Proximity Prompts
  • Core Package
    • What is the Core Package?
    • Chat Commands
    • Inventory
    • Spawning Characters
    • Enable / Disable Core Features
  • Physics
    • Physics Settings
    • Physics Layers
  • Platform Services
    • Data Store
      • Locking
    • Cache Store
    • Leaderboards
    • Platform Inventory
    • Server Management
    • Server List
    • Server Transfers
    • Users
    • Parties
    • Matchmaking
    • External Services
  • CHARACTERS
    • Quick Configuration
    • Character Movement System
      • Character Movement Data
      • Character Movement Events
    • Character Camera
      • First Person Camera
      • Simple Usage
      • Camera Structure
      • Default Camera Modes
      • Disabling the Camera System
    • Character Animations
      • Character Blender Animations
      • Character Ragdoll
  • Accessories
    • Accessories Intro
    • Creating Accessories
    • Using Accessories
  • ANIMATIONS
    • Animation Events
  • Optimization
    • Live Game Profiler
    • Reducing Bundle Size
  • Game Settings
    • Game Visibility
  • Other
    • Project Status
    • FAQ
    • DataType Math
    • JS to Luau
    • Tags
    • Terrain
    • AirshipNetworkBehaviour
      • Lifecycle Events
      • ServerRpc
      • ObserversRpc
      • TargetRpc
    • VoxelWorld
      • Voxel World Getting Started
      • Voxel World Tips
      • Prefab Voxels
      • QuarterBlocks
    • Easy Helper Utils
      • Easy Motion
      • Easy Grid Align
      • Easy Look At
      • Easy Shake
      • Easy Destroy
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On this page
  • Creating a Voxel World
  • Saving the Data
  • Drawing Blocks
  1. Other
  2. VoxelWorld

Voxel World Getting Started

How to setup a voxel world and our suggested best practices

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Last updated 4 months ago

Creating a Voxel World

VoxelWorld is a component that you will place on a GameObject. To have a Voxel World you will need several components.

  • Voxel World - This is the main component that provides the main editor tools for creating a voxel world

  • Voxel Blocks - Points to the data for your voxels

  • Voxel World Networker - Handles syncing the voxels from server to clients

  • Network Identity - Standard ID component for any networked object

VoxelWorldNetworker and NetworkIdentity are both only needed if this is a networked voxel world. If you just want to draw something locally they are not needed.

Saving the Data

The world data is saved into an object in your project called a WorldSaveFile. In your VoxelWorld component you can select the save file you want, load, and save edits.

You can create a new save file in the project by right clicking and choosing: Create/Airship/VoxelWorld/VoxelWorldSaveFile

Drawing Blocks

To edit blocks, click the Open Editor button on the VoxelWorld component. This opens a window that you should dock somewhere convenient. The editor lets you switch between voxel worlds, select block types, and access the tools panel.

Tools will show up in your scene view for extra functionality

Be sure to save your work after you are done editing!