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Voxel Generator Editor

A Voxel Generator defines procedural block content. Use a fixed seed and a small flat-layer world for the first check so a graph edit has a visible, repeatable result.

Prerequisites

Use a 3D project with Labs resources visible. Open a Voxel Generator and prepare a Tileset/block palette and a 3D Scene. Labs formats and workflows can change; keep a project backup before updating the engine.

Build and Preview

  1. Choose a starter such as Flat Layers, Classic Overworld, or Floating Islands.
  2. In Graph, inspect the World Graph and its output. Check connections before adding nodes.
  3. Select a node and edit its Inspector fields. Choose existing blocks from the palette; Air means no block.
  4. Expose controls through Parameters so each variation can supply its own values.
  5. Use Preview and compare Top, Isometric, or Vertical Slice views. Run Checks, then save and reopen the resource.

Mute temporarily removes a node’s contribution for diagnosis. Subgraphs and blueprints reuse parts of a graph; changing a reused source can affect several consumers. Check each Scene that depends on it after a shared edit.

Use It in a World

Open the 3D Scene’s Voxel Mode and connect the chosen generator through its world controls. Record seed, bounds, block scale, and streaming settings. Use a small bounded test before increasing the active world.

Generated chunks and authored overlays are different layers of content. Map Mode lets you edit sparse overlay blocks; Voxel layers explains their order, visibility, and merge controls. A generator change doesn’t necessarily erase stored player edits or previously saved world state. Check a fresh world separately from a loaded save.

Expected result: the fixed seed and graph produce repeatable baseline content, and the Scene generates that content around the configured area. Check movement across a chunk boundary, collision, unloading/reloading, and one saved edit before expanding the world.

Troubleshooting

If Preview is empty, inspect the output connection, muted nodes, bounds, and palette references. If the Scene differs from Preview, compare generator selection, seed, overrides, and saved edits. If generation stalls, reduce bounds, view/stream distance, and graph complexity before measuring again.

If imported blueprint blocks are missing, review its palette mapping and import report. If a new generator doesn’t affect a loaded game, use a fresh test save to isolate generation from persistence.

Use 3D Scenes for placement and saving for persistent state. Voxel generation is a Labs workflow; passing graph Checks isn’t a performance or saved-world compatibility guarantee.

Myth Engine Documentation