Settings

The Settings tab in the Digger Master inspector allows you to configure how Digger behaves and generates meshes.

Voxel Generation

The Generation tab controls how voxels are created from your terrain.

Voxel Generator

Select the voxel generator to use:

Generator Description
Simple Voxel Generator Default generator. Creates voxels based purely on the terrain heightmap. All voxels are destructible.
Advanced Voxel Generator Layered generator with depth-based textures and noise-based indestructible regions.

Using the Advanced Voxel Generator

The Advanced Voxel Generator provides two layer systems:

Depth Layers: Assign textures and destructibility based on depth below the terrain surface.

Setting Description
Min Depth Minimum depth (in units) where this layer starts
Texture Index Which terrain texture to use (0-7)
Destructible Whether voxels in this layer can be dug

Example configuration:

This creates grass near the surface, dirt below, and undiggable stone at depth.

Noise Layers: Add procedural variation using Perlin noise.

Setting Description
Scale Size of noise features (larger = bigger patches)
Octaves Detail levels (more = finer detail, slower)
Persistence How much each octave contributes
Threshold Noise value above which the layer activates
Destructible Whether affected voxels can be dug
Texture Index Override texture (-1 = no override)
Blend Mode Replace or Add (see below)

Blend Modes:

Creating Custom Generators

For advanced users, you can create custom voxel generators. See Custom Voxel Generator.

Data Management

Scene data folder

Digger persists data in Assets/DiggerData/<SceneName>. You can customize the folder name here.

Warning: If you rename this, manually rename the corresponding folder in Assets/DiggerData as well.

Auto save meshes as Assets

When enabled (recommended), meshes generated by Digger are saved as distinct .asset files. This reduces the size of your Unity Scene file and can speed up saving/loading the scene.

Editor Settings

Rendering Settings

Performance & Quality

Chunk Size

Determines the size of the meshes generated by Digger.

Value Pros Cons
16 Faster editing, smaller memory per chunk More draw calls
32 Balanced -
64 Fewer draw calls Slower updates when editing

Changing this requires clearing all Digger data.

Resolution

Multiplies the resolution of Digger meshes relative to the terrain heightmap.

Value Description
x1 Same resolution as terrain. Fastest, lowest detail.
x2 Double resolution. Good balance for most projects.
x4 High detail. Good for close-up caves.
x8 Maximum detail. Use sparingly, high memory usage.

Changing this requires clearing all Digger data.

Auto Voxel Height

Adjusts voxel height based on heightmap resolution. Disable to manually set Voxel Height.

Floating Voxel Removal

Auto remove floating voxels

When enabled, Digger automatically detects and removes floating pieces of terrain (voxels) that are not connected to the main ground. This prevents “floating islands” of dirt from appearing when digging complex shapes.

Max floating voxel group size to remove

Controls the maximum size of floating voxel groups that will be automatically removed.

Value Effect
Low (10-20) Only removes small floating debris
Medium (30-50) Removes medium floating chunks (default: 30)
High (100+) Removes larger floating islands

Tip: Set this higher if you’re creating complex cave systems with lots of thin walls that might produce floating pieces.

Advanced Features

LOD Settings

Digger automatically generates LODs (Level of Detail) for caves to optimize performance.