layer-plusUsing Blocks

Blocks form the terrain of your experience with a variety of textures and transparencies.

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Learn how blocks are made in VoxEdit's 🔹Block Editor.

Block Properties

A comparison of blocks in Game Maker

Size

Blocks are the terrain in The Sandbox Game, including solids and liquids.

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

Collisions

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  • 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 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.

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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 allows you to remove specified blocks in a defined area.

  • Multi Behaviour 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) 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

LIQUID - NO TRANSPARENCY

Types: Deep water, lava, chocolate, etc. Uses: Waterfalls, damaging lava, etc. Defaults: - Wave animation (top) - Falling animation (sides) No Collisions Tips: - Enable/Disable Swim - For liquids that should not animate, such as still water, use one colour on the block

LIQUID - WITH TRANSPARENCY

Types: Water, fog (if swimming disabled) Uses: Visibility for underwater exploration or looking into water from outside of it Defaults: - Wave animation (top) - Falling animation (sides) - Transparency (increments of 20) set by block creator when upload to Workspace No Collisions Tips: For liquids that should not animate, such as still water, use one colour on the block

SOLID - NO TRANSPARENCY Types: Solid colours to detailed textures Uses: Ground, rocks, concrete/asphalt, walls, carpets, tiles, etc. Defaults: No shine or animation Collisions Tips: Use texturing to create shine details per block when creating it since there is no shine effect on 0 transparency blocks

SOLID - WITH TRANSPARENCY Types: Glass, ice, etc. Uses: Visibility to other areas, yet a physical barrier Defaults: The game engine applies a shine Collisions Tips: Default shine effect appears across all blocks of this type as players move

Access Blocks

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Open the Library and filter to only show Blocks.

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Click with the Left Mouse Button to select a Block for short term use or drag and drop it into your shortcuts Toolbar for repeated use.

Place and Remove Blocks

After you select a Block from the Toolbar or the Library, your cursor will switch to Brush Mode and display additional brush options in the top right corner of the screen.

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Undo block placement by pressing CTRL + Z, redo by pressing CTRL + Y.

Left Click to place a single Block.

To place blocks over a larger rectangular area, hold the Left Mouse Button, drag, and release.

Brush Tools to Vary Shape

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The examples above introduce controls using the Free brush, but they apply for each brush tool below.

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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.

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