Complete voxel digging framework: destructible Marching Cubes terrain, buried ores, jetpack player, save system, currency and upgrades. Drop in the prefabs and start digging.VoxelDiggingMaster is a production-ready framework for building mining, digging, and excavation games in Unity. It delivers a destructible voxel terrain powered by Marching Cubes and Burst-compiled jobs, plus every surrounding system you need to ship a complete game loop: player controller, ore collection, economy, upgrades, save/load, and UI.Drop the included prefabs into a scene, press Play, and you are digging. Every system is modular, documented, and designed to be extended without touching the core.Core FeaturesDestructible Voxel Terrain: Marching Cubes mesh generation with Burst-compiled jobs, chunk-based layout, and real-time dig/fill inside a configurable XYZ terrain volumeCave Volumes: Carve SDF-based caves (Sphere, Box, Capsule, Cylinder) with Perlin noise roughness for natural-looking tunnelsFirst-Person Player Controller: Walk, sprint, crouch, jump (with coyote time and jump buffering), automatic step climbing, smooth camera, and a stamina-gated jetpackInteractable System: Buried ores and easter eggs that auto-collect when the player digs them out, fully extensible with custom definition typesOre Inventory: Type-based storage with upgradeable capacity and event-driven UI hooksCurrency & Economy: Gold balance tracking with singleton access, spend/earn API, and automatic persistenceHealth & Stamina: Player vitals with damage, healing, stamina consumption, and upgrade-driven max staminaSave System: Central JSON-based save manager with multiple save slot support and delta compression for modified terrainUpgrade-Ready: Relevant systems (inventory capacity, stamina, jetpack) integrate with an upgrade manager out of the boxAgnostic Input Layer: Thin abstraction over Unity's New Input System, swap bindings without touching gameplay codeUI Panel System: Stack-based panel manager with automatic Escape-key routing and input suppressionDig Tools: Shared sway and bobbing behavior for pickaxes, drills, shovels, and any custom toolSuitable ForMining games, survival crafting, sandbox exploration, dungeon diggers, resource-gathering adventures, and any first-person game that needs destructible terrain inside a bounded play area.CustomizationEvery system is exposed through clean public APIs and ScriptableObject-based data assets. Terrain size, voxel resolution, ore types, spawn rules, player movement, tool feel, and economy values are all tweakable from the Inspector, no code changes required. Create new ore types, easter eggs, custom tools, or entire new interactable categories by subclassing the provided base types.What's IncludedFully configured SampleScene with UI, ores, caves, and save/load integrationReady-to-use prefabs for every core systemComplete source code (C#)Comprehensive documentation covering every moduleRequirementsUnity's New Input System packageBurst and Jobs packages (standard Unity dependencies)LimitationsThe destructible terrain operates within a configurable XYZ volume defined at setup. Digging and filling are supported only inside this bounded area; the package does not provide infinite or procedurally streamed worlds.The package has been developed and tested on PC only. Compatibility with other platforms (mobile, consoles, WebGL, VR) has not been verified and is not guaranteed.Get started in minutes with the Quick Start Guide and the included SampleScene.Support & InquiriesHave questions or need technical support? Feel free to reach out via email. Contact: support@kelecik.comCore TechnologyMarching Cubes mesh generation for smooth, destructible terrainBurst-compiled jobs and Unity Job System for parallel voxel processingChunk-based terrain layout (16x16x16 voxels per chunk) with per-chunk mesh rebuildsEdge-based vertex deduplication produces clean meshes without duplicate verticesZero-copy GPU mesh upload via Mesh.AllocateWritableMeshDataDelta-compressed terrain serialization (only modified chunks are saved)Included SystemsVoxelWorld: terrain generation, digging, filling, and density queriesCaveVolume: SDF-based cave carving (Sphere, Box, Capsule, Cylinder) with Perlin noise roughnessPlayerController: first-person movement with sprint, crouch, jump, step climbing, and jetpackInputManager: agnostic abstraction layer over Unity's New Input SystemInteractable System: buried ore and easter egg spawning with auto-collection logicOreInventory: type-based ore storage with upgradeable capacityCurrencyManager: gold balance tracking with spend/earn APIHealthStaminaManager: player vitals with damage, healing, and stamina gatingUpgradeManager integration: inventory capacity, max stamina, and jetpack all hook into upgradesSaveManager: JSON-based persistence with multi-slot supportPanelManager: stack-based UI panel system with Escape-key routingDigTool: shared sway and bobbing for held tools (pickaxe, drill, shovel)Code and ArchitectureComplete C# source code includedISaveable interface for custom save integrationScriptableObject-based data assets (ore definitions, tool sway settings, upgrade definitions)Event-driven architecture, no Update polling required for state changesSingleton managers with defined execution order for predictable initializationExtensible base classes (InteractableDefinition, VoxelInteractable, UIPanel, DigTool)ContentFully configured SampleScene with player, UI, ores, caves, and save/load integrationReady-to-use prefabs for all core managers and the player characterExample ore definitions (Stone, Iron, Gold, Diamond) and easter egg setupTriplanar terrain material exampleComplete documentation covering every moduleRender PipelineDeveloped and tested on Universal Render Pipeline (URP) 17.0.4. The included triplanar terrain material targets URP. Use in Built-in or HDRP projects may require replacing the terrain shader.RequirementsUnity 6.0 (6000.0.64f1) or newerUniversal Render Pipeline (URP) 17.0.4Input System package 1.17.0Burst packageJobs packageTextMeshPro (for UI labels)LimitationsTerrain operates inside a configurable bounded XYZ volume. The package does not support infinite or procedurally streamed worlds.Developed and tested on PC with DirectX 11 only. Compatibility with other platforms (mobile, consoles, WebGL, VR) and other graphics APIs has not been verified.Marching Cubes meshes do not carry standard UV coordinates, a triplanar or UV-less shader is recommended for the terrain material.




