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PicaVoxel 05/Jun/2019 Price: Asset Store Marketplace Unreal Unity Manufactured by: Gareth Williams 2019.1.0 Product ID: 9026 20 5 79

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PicaVoxel(exclu)


uploaded by Anon_495 , Last change: 05-06-2019
Published: 25 May 2019, Publisher: Gareth Williams
Price: $20.00 USD - Size: 6.74 MB

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Product description

Minimum Unity Version Required: 2019.1.0f2 | Asset Published Date: 25 May 2019 | Price: $20.00.
Publisher: Gareth Williams.
DescriptionThe Tiny Voxel Toolset for Unity.


More info and webplayer demos at picavoxel.com


** Please be sure to read the FAQ before purchasing.
**


PicaVoxel is an easy-to-use voxel editing toolset that allows you to create and manipulate vertex-colored voxel models directly inside the Unity editor.


It is also a mini game engine that allows you to use the voxel data in your scene at runtime.
Generate and explode voxels! Animate your voxel models using simple frame-based animation - just like creating a 2D spritesheet, but in 3D!


You can import voxel models from MagicaVoxel and Qubicle, the two most popular voxel modelling tools.


Covert 3D models and 2D images to voxels.

New Unity 5 shaders including emissive (glowing) voxels.

PicaVoxel includes five sample games to help you get the most from the toolset.
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PicaVoxel is great, but not magic by Anon_844Vote
PicaVoxel tells you in its description that it is not the asset you want to buy if you want to make the next minecraft. Its better to think of it as something where you can make blocky voxel prefabs in a nondestructable world.

That being said, yes, it supports destruction. But the performance of heavy voxel destruction is abysmal. It's nice that the developer is making PicaVoxel as mobile friendly as he can, but you'll find there are a lot of tweaks you may need to make to the system to make it truely perform well.

A huge issue I have with PicaVoxel is the way the chunk system limits you. It can all be tweaked in the config constants, but you have to dig through a lot of code to make things 'fit' your game. In my case, I needed very large models with a single mesh, but PicaVoxel wanted to turn my single object into 50 subobjects because of the chunk size limit.

Another issue is the particle exploder. It is written in such a way that each voxel in a volume is serialized and turned into a particle, which looks beautiful, but will destroy your framerate. Destroying a 64*64*64 block will instantly spawn 262144 particles and your machine will cry.

All that being said, if you know your way around code, you can fix all these issues. You can replace the particle spawning with your own smaller particle system to 'fake it', and you can change the chunk size limits in the code.

If you have a really tiny arcade game where you're not using large voxel volumes, this tool may be perfect for you without changes.

I guess the long story short is that you shouldnt try to do anything BIG with PicaVoxel.
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