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Editor brushes

Documentation version: 0.6.1

There are two ways to sculpt and paint a baked zone in the editor. Both use the same brush settings.

  • From the Terrain: Terrain component > Paint Terrain > DigHoleIt: Dig Voxels (Dig, Add, Smooth, Reset) or DigHoleIt: Paint Voxels. The brush shape comes from Unity's terrain brush list. The brush works on every baked zone that uses the terrain.
  • From the zone: select the Dig Zone and click Sculpt Tool. An overlay in the Scene view has the modes (Dig, Add, Paint, Smooth, Reset), the paint layer, and the shape (Sphere, Soft, Flat or a custom mask texture).
The DigHoleIt: Dig Voxels terrain tool in the Terrain inspector, in Add mode with the Grass layer as the added soil texture

Sculpting a Dig Zone in the Scene view

Modes​

ModeWhat it does
DigPushes the surface in, like the terrain Lower brush. Aim at a wall to dig a tunnel.
AddPulls the surface out, like the terrain Raise brush.
PaintSets the layer of the voxels inside the brush. Lower strength thins it out so layers blend.
SmoothEvens out the surface under the brush.
ResetBrushes voxels back to the terrain they were baked from and wipes their paint. Lower strength does it gradually.

Dig, Add, Smooth and Reset keep working while the mouse is held. At full strength the surface moves about strength × (1 + radius) m/s at the brush centre, fading out toward the edge.

The brush axis is the surface normal by default. World up and view direction are options.

Paint layers​

LayerMeaning
AutoThe terrain's own layers above the original surface, dug soil below it. Painting Auto erases paint.
Terrain layersEvery layer of the zone's terrain (up to 16), shown with its texture.
Dug SoilThe zone's underground material.

Controls​

InputAction
Hold or dragApply the brush
Shift / Ctrl (held)Add / Smooth
A + drag left or rightBrush size
S + drag left or rightBrush strength
[ ]Brush size: a tap changes it by 10%, holding the key keeps shrinking or growing it

Undo and the runtime​

Every stroke is one undo step. Undo and redo remesh only the chunks the stroke changed, and zones whose terrain the undo didn't touch aren't re-synced, so they stay quick on large zones. In a VRChat project, the stroke is copied into the zone's DigZoneRuntime when you release the mouse, so the uploaded world starts with your sculpting.