VOXL Voxel Editor — User Guide

VOXL is a standalone voxel tile editor built in Godot 4.6. It is purpose-built for authoring small chunks of voxel geometry — “tiles” — that can be assembled at runtime to form larger worlds. A tile is a compact 3D grid of coloured voxels with optional metadata (spawn points, particle emitters, shader planes) and edge flags that describe how it connects to its neighbours.

This guide covers the editor itself: every mode, tool, panel, and shortcut. It does not cover engine setup, the native C++ extension build, or how tiles are loaded by a host game.


What you’ll learn

Page What’s covered
Getting Started The application layout, your first edit, saving, and navigation
Editing Basics Add / Subtract / Paint / Select / Spawn modes, undo, view modes, the Y-slice slider
Shapes & Tools Brush, Line, Box, Circle, Polygon, Fill, Extrude — including click patterns and modifier keys
Palette & Tiles The colour palette, material types, the tile properties dialog
Advanced Selection, Transform, Symmetry, Procedural Shader, Spawn Points, Custom Mirror Planes
Reference Complete keyboard shortcut table, menu reference, glossary

Application layout

When the editor opens you’ll see six regions arranged around a central 3D viewport.

 ┌─────────────────────────────────────────────────────────────┐
 │  Menu bar  (File · Edit · Viewport · Selection · Remote)    │
 ├─────────────────────────────────────────────────────────────┤
 │  Context bar  (tool-specific spinners, toggles, snap mode)  │
 ├──────┬──────────────────────────────────────┬───────┬───────┤
 │      │                                      │       │       │
 │ Left │                                      │ Trans │ Right │
 │ side │           3D viewport                │ -form │ panel │
 │ bar  │                                      │ bar   │       │
 │      │                                      │       │       │
 ├──────┴──────────────────────────────────────┴───────┴───────┤
 │  Status bar  (status text · stats · C++ indicator · Y-slice)│
 └─────────────────────────────────────────────────────────────┘
Region Contains
Menu bar File · Edit · Viewport · Selection · Remote drop-downs
Context bar Spinners and toggles relevant to the current tool — brush size, hollow flag, polygon sides, snap mode, query filters
Left sidebar Five primary mode buttons (Add / Subtract / Paint / Select / Spawns), a sub-tools area that changes with the active mode, and the symmetry controls
3D viewport The voxel canvas — click to place, drag to orbit, scroll to zoom
Transform bar Move / Rotate / Scale / Flip / Mirror / Hollow / Flood buttons (active when a selection exists)
Right panel Palette editor, gradient panel, and the list of custom mirror planes
Status bar Current action text · performance stats · C++: Loaded or C++: GDScript fallback · Remote: Connected/Disconnected · Y-slice slider

The “C++: Loaded” indicator on the right of the status bar tells you whether the native extension was loaded successfully. If it shows GDScript fallback, the editor still works but procedural shape preview, greedy meshing, and other hot-path operations run in pure GDScript instead of the native module.


Your first edit

  1. Launch the editor. A blank tile of the default size (128 × 112 × 128 voxels) is created automatically.
  2. Confirm Add mode is active. The Add Add button on the left sidebar should be highlighted. If not, press B.
  3. Confirm Brush is the active shape. The Brush Brush button under it should be selected. If not, press 1.
  4. Click anywhere in the viewport. A single voxel appears at the cursor, coloured by the currently selected palette entry.
  5. Hold and drag. Each voxel under the cursor is added — useful for sketching surfaces.
  6. Press Ctrl+Z to undo the entire stroke as a single action.
  7. Save. Press Ctrl+S, choose a path inside res://, and the tile is written as a .tres resource.

That’s the whole loop. Everything else in this guide is a refinement of those steps.


Camera controls

Action How
Orbit Middle-mouse drag
Pan Shift + middle-mouse drag
Zoom Scroll wheel (clamped between 5 and 400 units of distance)
Reset to default Viewport menu → Reset Camera
Focus the tile centre Viewport menu → Focus Center
Switch to Rift Delver isometric Viewport menu → Rift Delver View — orbits to a fixed isometric angle and switches to the lit shader, matching the in-game camera

Where files go

Asset Format Default location
Tiles .tres (Godot resource) res://resources/tiles/
Palettes .tres res://resources/palettes/
Imported scenes .tscn / .scn anywhere under res://

The file dialogs use Godot’s resource browser, so all paths must live inside the project’s res:// tree.


Next

Continue to Editing Basics for the five primary modes and the everyday actions you’ll use to shape a tile.


VOXL is built with Godot 4.6 and a custom C++ GDExtension.

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