# Using Blocks

{% hint style="info" %}
Learn how blocks are made in VoxEdit's :small\_blue\_diamond:[**Block Editor**](/en/creator/voxedit/docs/block.md).
{% endhint %}

## Block Properties

<figure><img src="/files/MC7mQD8Q25YqSH3fzI95" alt="" width="375"><figcaption><p>A comparison of blocks in Game Maker</p></figcaption></figure>

### Size

Blocks are the terrain in The Sandbox Game, including solids and liquids.&#x20;

Each block is 32 x 32 x 32 voxels. This equals 1 x 1 x 1 metres in the real world.

### Collisions

{% hint style="warning" %}
Currently, only the player's Avatar can walk on the surface of objects.
{% endhint %}

* Blocks are either solid or liquid.
* An object with a behaviour that includes walking can walk up or down 1 block at a time.
* Avatars can swim in liquid blocks 2 or more blocks deep if swimming is enabled in [Gameplay](/en/creator/game-maker/docs/build-menus/top-bar/gameplay.md#parameters).
* Blocks must exist in an Experience to place Assets (snapping to blocks), but may be removed after.
* Blocks are not affected by gravity or physics.

{% hint style="success" %}
To create a game with "blocks" players can pick up or destroy individually, create a 32x32x32 voxel asset. The asset can represent a solid block with no transparency.
{% endhint %}

### Logic

You can't apply logic to blocks, but you can apply logic to assets placed in your Experience to add or remove blocks that are nearby.

* [**Void Behaviour**](/en/creator/game-maker/docs/behaviours/modifiers/void.md) allows you to remove specified blocks in a defined area.
* [**Multi Behaviour**](/en/creator/game-maker/docs/behaviours/modifiers/multi.md) allows you to add a 3x3 or larger group of specified blocks in a defined area.

## Block Variations

In VoxEdit's Modeler, voxels can be painted with **normal** or **emissive** (glowing) colours.

Block settings (when [**Uploading to Workspace**](/en/creator/voxedit/upload-assets-to-workspaces.md)) include:

* **Solid** or **Liquid** collisions (if liquid, an animation is applied)
* **Transparency** in increments of 20\
  0% transparency is opaque, and 100% transparency is nearly invisible

<table data-card-size="large" data-view="cards"><thead><tr><th></th></tr></thead><tbody><tr><td><p><strong>LIQUID - NO TRANSPARENCY</strong><br></p><p><strong>Types:</strong> Deep water, lava, chocolate, etc.<br><strong>Uses:</strong> Waterfalls, damaging lava, etc.<br><strong>Defaults:</strong> <br>- Wave animation (top)<br>- Falling animation (sides)<br><strong>No Collisions</strong><br><strong>Tips:</strong><br>- <a href="/pages/QDmsv4VfEXnEintF1Cmw#behavior"><strong>Enable/Disable Swim</strong></a><br>- For liquids that should not animate, such as still water, use one colour on the block</p></td></tr><tr><td><p><strong>LIQUID - WITH TRANSPARENCY</strong></p><p><br><strong>Types:</strong> Water, fog (if <a href="/pages/QDmsv4VfEXnEintF1Cmw#behavior"><strong>swimming disabled</strong></a>)<br><strong>Uses:</strong> Visibility for underwater exploration or looking into water from outside of it<br><strong>Defaults:</strong><br>- Wave animation (top)<br>- Falling animation (sides)<br>- Transparency (increments of 20) set by block creator when <a href="/pages/KdQbFqngkrpv4hQZVUzW"><strong>upload to Workspace</strong></a><br><strong>No Collisions</strong><br><strong>Tips:</strong> For liquids that should not animate, such as still water, use one colour on the block</p></td></tr><tr><td><strong>SOLID - NO TRANSPARENCY</strong><br><br><strong>Types:</strong> Solid colours to detailed textures<br><strong>Uses:</strong> Ground, rocks, concrete/asphalt, walls, carpets, tiles, etc.<br><strong>Defaults:</strong> No shine or animation<br><strong>Collisions</strong><br><strong>Tips:</strong> Use texturing to create shine details per block when creating it since there is no shine effect on 0 transparency blocks</td></tr><tr><td><strong>SOLID - WITH TRANSPARENCY</strong><br><br><strong>Types:</strong> Glass, ice, etc.<br><strong>Uses:</strong> Visibility to other areas, yet a physical barrier<br><strong>Defaults:</strong> The game engine applies a shine<br><strong>Collisions</strong><br><strong>Tips:</strong> Default shine effect appears across all blocks of this type as players move</td></tr></tbody></table>

## Access Blocks

{% hint style="info" %}
[**Open the Library**](/en/creator/game-maker/docs/build-menus/library-and-quick-access-bar.md#open-the-library) and [**filter**](/en/creator/game-maker/docs/build-menus/library-and-quick-access-bar.md#filter-by-status-and-element-type) to only show Blocks.
{% endhint %}

{% hint style="info" %}
Click with the Left Mouse Button to select a Block for short term use or drag and drop it into your shortcuts [**Toolbar**](/en/creator/game-maker/docs/build-menus/library-and-quick-access-bar.md#filter-by-status-and-element-type) for repeated use.
{% endhint %}

<figure><img src="/files/y5qmegwVCinc4C0Onj2K" alt=""><figcaption></figcaption></figure>

## Place and Remove Blocks

After you select a Block from the **Toolbar** or the **Library**, your cursor will switch to **Brush Mode** <img src="/files/Enx0od6OQoVXNSn0ZOVu" alt="" data-size="line"> and display additional brush options in the top right corner of the screen.

{% hint style="warning" %}
A block must be selected from the Library to perform the actions below in Brush Mode.
{% endhint %}

{% hint style="warning" %}
The Brush Mode works based on the location of the mouse cursor to allow you to build easily in 3 dimensions.&#x20;

Move the cursor to touch the surface of an existing block that you want to add to, remove from, or replace.
{% endhint %}

{% hint style="info" %}
Undo block placement by pressing **CTRL + Z**, redo by pressing **CTRL + Y**.
{% endhint %}

{% tabs %}
{% tab title="Place" %}

<figure><img src="/files/vwnz9SKPDLqEqlD3uBSy" alt=""><figcaption></figcaption></figure>

**Left Click** to place a single Block.

To place blocks over a larger rectangular area, **hold the Left Mouse Button, drag, and release.**
{% endtab %}

{% tab title="Remove" %}

<figure><img src="/files/frzI1EzcHKZX5dG3AuIi" alt=""><figcaption></figcaption></figure>

**Right Click** to remove a single block.&#x20;

To remove blocks over a larger rectangular area, **hold SHIFT and the Right Mouse Button, drag, and release.**
{% endtab %}

{% tab title="Replace" %}

<div><figure><img src="/files/K5ZRqdlGsBdPgpfPnPmP" alt=""><figcaption><p>Replace in any direction</p></figcaption></figure> <figure><img src="/files/YtM9Tql93HTILY3bhq6B" alt=""><figcaption><p>Position the mouse pointer on a face of the block to replace</p></figcaption></figure></div>

<figure><img src="/files/Dgz8fvH62TAcpOCMh9XL" alt="" width="375"><figcaption><p>Replace a larger area of blocks easily</p></figcaption></figure>

**Hold CTRL and Left Click** to replace a single block.&#x20;

To replace blocks over a larger rectangular area, **hold CTRL + the Left Mouse Button, drag, and release.**
{% endtab %}

{% tab title="Place Vertically" %}

<figure><img src="/files/CaBENgfKvaO2SeX0ehZ2" alt=""><figcaption></figcaption></figure>

For a single vertical column of blocks:\
**Hold** the **Left Mouse Button**, then **hold the SHIFT key** and **drag the mouse** upward.

For a rectangular vertical column of blocks:\
**Hold** the **Left Mouse Button**, drag the mouse to the desired shape for the base of your column, then **hold the SHIFT key** and **drag the mouse** upward.

Remove a rectangular column using the same method, but using the **Right Mouse Button**.

{% hint style="warning" %}
This will **NOT** work if you press **SHIFT** first.
{% endhint %}
{% endtab %}

{% tab title="Place a Full Layer" %}

<figure><img src="/files/duI29KfjJ1FwQUXZ5UXt" alt=""><figcaption></figcaption></figure>

Hold **RIGHT ALT** and **Click** on a surface to place a layer of blocks.
{% endtab %}
{% endtabs %}

## Brush Tools to Vary Shape

{% hint style="info" %}
The examples above introduce controls using the **Free** brush, but they apply for each brush tool below.
{% endhint %}

{% hint style="warning" %}
The position of the mouse cursor is relative to the center of the brush shape when you place, remove, or replace.
{% endhint %}

{% tabs %}
{% tab title="Free" %}
**Free** is the default brush, demonstrated in the above examples, which allows you to place blocks as small as a single cube or over a larger area by clicking and dragging a selection.
{% endtab %}

{% tab title="Diamond" %}

<figure><img src="/files/1BuJSxEiS6v7aZbSmFEe" alt=""><figcaption></figcaption></figure>

With the Diamond brush, you can only adjust the size, not the shape. Modify one of the parameters and the others will auto adjust to match.

{% hint style="info" %}
The diamond brush creates an appealing shape that is also easy for players to walk or run up or down.
{% endhint %}
{% endtab %}

{% tab title="Square" %}

<figure><img src="/files/LfO3aYA8cHr2E6eJarU4" alt=""><figcaption></figcaption></figure>

With the Square brush, you can adjust parameters individually to change size and shape.

{% hint style="info" %}
**PLANNING TIPS**\
The Square brush is helpful for "greyboxing," or blocking out large areas of your Experience to plan how you'll use the 3D space before you add any assets.
{% endhint %}
{% endtab %}

{% tab title="Sphere" %}

<figure><img src="/files/Zh4hevD02ImHjy1kvYt0" alt=""><figcaption></figcaption></figure>

With the Sphere brush, you can adjust parameters individually to change size and shape.

{% hint style="info" %}
The Sphere brush can be useful for creating natural shapes like mountains.
{% endhint %}
{% endtab %}
{% endtabs %}


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