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CYBERDOOF

Space Building Reference

Getting started with MagicaVoxel

MagicaVoxel is a free 3D pixel art creation tool that can run on Windows and Mac (or under Wine on Linux). It is currently the only way to build content for Cyberdoof.

Building at correct scale

Cyberdoof uses a fixed scale of 10 voxels (volumetric pixel or vx) per meter. This means that a single voxel in your build will be equivalent to 10cm world size.

The maximum build size supported by MagicaVoxel is 2048vx wide by 2048vx deep by 1024vx high. Cyberdoof also supports up to this size, however depending on build density, you may encounter performance issues on builds this size. Please email hello@cyberdoof.com to report any such issues.

Adding video screens and audio sources

To create a screen:

Adding an audio source is very similar:

Lighting and atmosphere

Cyberdoof tries to match the sky, sun position and lighting of your MagicaVoxel scene as much as possible. However, since they use very different rendering systems, there will be a number of differences that will require experimentation to get just right.

The following environment and scene options are supported:

Emissive materials cast light much like they do in MagicaVoxels and you can set the brightness of the light source using Emission option. However there are some major differences:

If you want to add a little extra atmosphere, you can use the Haze object. Add an empty object to your scene, name starting with haze: (e.g. haze:foggy area) and position/size the object to your desired area.

On the other hand, if an area is getting too much sunlight, you can add a density volume to reduce the amount of sunlight an area receives. Add an empty object to your scene, name starting with volume/density: (e.g. volume/density:foggy area) and position/size the object to your desired area.

Controlling where avatars spawn

By default avatars will spawn in a random location near the center of your space. However if you prefer, you can use special objects to set locations for avatars to spawn.

Making interactive and wearable items

Turning an object into an item is much like adding other types of special objects:

Add a /type option to customize the item behavior:

Items default to 0.5 size, however you can set any scale you want using =SCALE option

Adding animations

Space Interactivity with Object States

You can create states that can be toggled by avatars in your space by clicking specified objects. All objects in a specially named group will show/hide depending on if the state is active.

Emoji emitters

Add emoji emitters to your space, create an empty object named emitter=EMOJI_NAME:NAME where EMOJI_NAME is the shortcode of the emoji.

You can use emitters in combination with Object States (see above) for momentary effects when a state is toggled on or off.

If the emoji aren't travelling the way you want, rotate the object and the emitter direction should follow.

Optimizing your space

And then you can create portal zones to join multiple zones together:

Customize collisions, climbable surfaces and other special object types