# Structures & Landmarks

<figure><img src="/files/ACbmYhwybQ4kzv6rK2ux" alt=""><figcaption><p><a href="https://sandrush.medium.com/shrine-of-truth-an-epic-build-for-the-metaverse-dev-blog-99111605577d">The Shrine of Truth, a 7 piece landmark by Sand Rush and Light Trail Adventures</a></p></figcaption></figure>

## Design Notes&#x20;

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

### Characteristics

* Medium to large size - [**See Sizing & Quality Guidelines**](/en/creator/voxedit/docs/ve-guidelines.md) for details about structures
* Some are designed to allow players to go inside to explore or complete quests
* Some may have animations
* Some may be assembled in Game Maker from multiple assets
  {% endtab %}

{% tab title="Considerations" %}

### Considerations

* The Modeler and Animator have different size limits. Plan the asset carefully based on the limitations of the module you're using:
  * Modeler: \
    256 voxels in 3 dimensions
  * Animator: \
    512 voxels in 3 dimensions for unanimated assets\
    256 voxels in 3 dimensions for animated assets
* Adding an animation to the asset creates a single collision for the Asset, so players will not be able to enter it.
  {% endtab %}

{% tab title="Utility" %}

### Decoration: Players Focus on Quests

* Can be animated, but Models should be compact in design for a tight collision boundary
* Only special use cases should have many nodes and moving parts

### Decoration: Quests and Exploration Can Happen Inside

{% hint style="info" %}
Builders can use blocks to create large structures in square and rectangular shapes and sometimes use building facades for the front and blocks for the rest.\
\
Some builders use walls made in VoxEdit to build larger buildings with angled walls other than 90 degrees.
{% endhint %}

* More space is needed inside (at least 8x8 blocks for a base)
* More steps to build openings for players to pass through
* Animations can NOT be applied (it will create a boundary around the whole asset)

### Component Parts to Assemble

* When positioning the pivot point of a Model, position it to make it easy to snap to the grid in Game Maker for easy placement - 32 voxels per block.
* Test for z-fighting where colors will overlap when pieces are assembled in Game Maker and are intended to overlap (such as an angled corner. Unify coloring where intersecting pieces are intended.
  {% endtab %}
  {% endtabs %}

## Find a Creative Flow

<table data-card-size="large" data-view="cards"><thead><tr><th></th></tr></thead><tbody><tr><td><a href="/pages/8isDkWfi2SjTVnUga9RU"><strong>Unanimated Basic Building</strong></a><br>- No Entry</td></tr><tr><td><a href="/pages/kTY1VZNuk6tWXCT1uOwJ"><strong>Animated Building</strong></a><br>- No Entry</td></tr><tr><td><a href="/pages/pBKLQuI11PuujKIiQE4g"><strong>Unanimated Building</strong></a><br>- Player Entry</td></tr><tr><td><a href="/pages/ypSwJAoznYrwtV0dla7Q"><strong>Landmark</strong></a><br>- Animated or Not<br>- Player Entry if unanimated or when multiple parts are assembled</td></tr><tr><td><a href="/pages/SOfrj9tCUHxeJoeGKaLN"><strong>Unanimated Building Facade</strong></a><br>- Player Entry</td></tr><tr><td><a href="/pages/RkmIHGRSIuHzTHGhV598"><strong>Structure Component Parts</strong></a><br>- Some may be animated<br>- Player Entry possible when assembled</td></tr><tr><td><a href="/pages/B3aXT3SV5hOSerp7UhoI"><strong>Modular Architecture</strong></a><br>- Player Entry<br>- Designed to be interlocked with itself</td></tr></tbody></table>

{% content-ref url="/pages/axYENdKbUwO6sJhDcrSH" %}
[Art Techniques](/en/creator/voxedit/creative-guides/art-techniques.md)
{% endcontent-ref %}


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