Full voxel sandbox system with chunked terrain generation and Minecraft-like water simulation.Voxel Sandbox System is a complete, ready-to-use Unity asset that provides a full foundation for creating voxel-based sandbox games similar to Minecraft.Core FeaturesProcedural Infinite World Generation: Chunk-based system (default 16×128×16) using Perlin noise to create realistic terrain with hills, rivers, lakes, beaches (sand blocks), and randomly placed trees.Advanced Water Physics: True Minecraft-style finite water simulation – water sources, downward flow, horizontal spreading up to 7 blocks, falling water, proper level handling, and automatic updates when blocks are placed or removed.Player Controls: First-person movement including walking, sprinting, jumping, full swimming mechanics (directional movement based on camera, separate up/down speeds with Shift/Jump, buoyancy, drag), mouse look, and underwater visual effect.Building & Interaction: Accurate block highlighting with outline, left-click to destroy blocks, right-click to place blocks from the selected hotbar slot, configurable reach distance.Inventory System: 9-slot hotbar + 27-slot main inventory, stackable items (max 64 per stack), clean modern UI with item icons, counts, tooltips, hotbar selection via 1-9 keys or mouse wheel, inventory toggle with E key, right-click to transfer items between hotbar and inventory.Included Shader: "Cube6Textures" – a custom surface shader that allows different textures on each face of a cube (top, bottom, sides).CustomizabilityEverything is highly customizable directly in the Unity Inspector:Terrain parameters (scales, heights, water level, tree density, seed, etc.).Movement and swimming speeds, gravity, jump force.Materials and icons for all block types.Easy extension of the BlockType enum and block database.All scripts are clean, well-commented, and modular, making it simple to add new features like mobs, crafting, or biomes.Suitable GenrePerfect for sandbox, survival, creative, or open-world building games in the voxel/Minecraft style. It delivers all core mechanics out of the box, saving months of development time and letting you focus on your unique gameplay ideas.Drop the components into a scene, connect a few references, and you have a fully playable voxel world ready for further development.Fully Procedural Voxel World GenerationChunk-based voxel terrain with configurable size, height, seed, and render distance.Dynamic Chunk Streaming SystemAutomatic loading, unloading, and rebuilding of chunks based on player position.Advanced Terrain GenerationMulti-layer Perlin noise terrain with hills, plains, beaches, rivers, and lakes.Real-Time Water SimulationMinecraft-like voxel water with:Water sources and flow levelsFalling and horizontal spreadingDynamic updates when blocks are placed or removedOptimized update queue systemRivers & Lakes GenerationProcedural rivers and lakes with adjustable width, depth, and frequency.Voxel Mesh OptimizationFace culling (only visible faces rendered)Separate submeshes per block type32-bit index buffers for large meshesDistance-Based Collider OptimizationMesh colliders enabled only near the player to improve performance.Multiple Block Types SupportGrass, Dirt, Stone, Sand, Water, Wood, Leaves, Bedrock — easily extendable.Dynamic Terrain Editing (Runtime)Place and remove blocks at runtime with automatic mesh and water updates.Procedural Trees GenerationConfigurable tree density, height, and shape.Smooth Water Surface RenderingPer-vertex water height calculation for natural-looking water surfaces.Material-Based Rendering SystemIndividual materials per block type with automatic fallback materials.Seed-Based World GenerationDeterministic world generation using a configurable seed.Highly Configurable Inspector SettingsTerrain scale, water level, rivers, lakes, trees, render distance, physics tuning.Single-Script Core SystemEasy integration and modification — no external dependencies.Runtime-Only (No Editor Tools Required)Works entirely at runtime, suitable for sandbox, survival, and voxel-based games.AI was used to assist with script optimization (Grok, Sonnet 4.5) and texture generation (ChatGPT). All content was reviewed, refined, and finalized by the developer.




