Voxel Playground Mod Documentation - v0.4.0
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    Tutorial: Track

    This tutorial demonstrates how to create a custom Track or scene mod. This approach is suitable for race tracks, parkour maps, or any custom environment for players to explore.

    Path in Mod Toolkit: Assets/Samples/com.cydream.trackscene

    Track Mod on mod.io

    First, create your scene in MagicaVoxel. Since a track is a complex environment, you should use the World Editor in MagicaVoxel to organize your scene into multiple objects.

    To ensure the game recognizes the different parts of your track correctly (e.g., what is the floor vs. what are obstacles), you must follow the specific naming conventions for scene objects.

    Refer to the Scene Naming Guide for the complete list of prefixes.

    • A_ (Static Environment): Use this prefix for the main track geometry, floors, and walls. These objects are indestructible and static.
      • Example: A_Road, A_Wall, A_StartLine
    • B_ (Dynamic Prop): Use this for obstacles or objects that can be moved or destroyed.
      • Example: B_Crate, B_Barrier

    Track Voxel Model

    Ensure you use the correct colors in the palette to define material properties (like hardness or slippery surfaces). See Material ID Mapping.

    Once your .vox file is ready:

    1. Open the Asset Processor in the Mod Toolkit.
    2. Drag and drop your .vox file into the processor.
    3. Crucial Step: In the import settings for this file, select Type as Scene.
    4. Click Convert to generate the scene prefab.

    For more details on the import process, see MagicaVoxel Import.

    After generating the prefab, you need to register it in your ModManifest.

    1. Locate your ModManifest asset.
    2. Add your new Track Prefab to the Export Prefabs list (or the specific Scene list if available in your version).
    3. Ensure the mod type is set correctly if applicable.

    See Configure Mod Manifest for general instructions.

    Now you can build and test your track in the game.