VR voxel sandbox game for Meta Quest 3/3S built with Unity and C#
See the codeBlockiverse VR is a VR voxel sandbox prototype for Meta Quest 3 and Quest 3S, built with Unity 6, C#, URP, OpenXR, Meta XR SDK, and Netcode for GameObjects.
survival_terrain and flat_builderFuture expansion scope, including seasons, full survival expansion, and paid cloud hosting, is tracked in the execution plan's future-features section.
A world normally lives on one player's headset, which means it ends when they take the headset off and only reaches their LAN. The dedicated server is the same authoritative simulation with no local player, no renderer, and no XR, so it stays up on its own and can be reached from outside your network.
Two ways to run one, both cut from the same build:
# Container
docker run -d -p 7777:7777/udp -v "$PWD/world:/data" ghcr.io/eslutz/blockiverse-server:latest
# Linux archive, installed as a systemd service
tar -xzf blockiverse-server-<version>-linux-x86_64.tar.gz && cd blockiverse-server && sudo ./install.sh
Operator documentation lives in docs/server/:
The server and its clients must be the same version, or every join is refused. Four players is the supported ceiling; higher is honoured but unmeasured. Design rationale is in ADR 0007.
This repository uses trunk-based development:
main is protected and should remain releasable.feature/*, fix/*, chore/*, spike/*, and hotfix/* branches.develop branch.main only.v* naming, such as v0.1.0.Current licensing state: source-available / All Rights Reserved. See LICENSE.md and NOTICE.md.
The compiled dedicated server is the one exception: it carries a binary-only distribution grant so operators may run and redistribute the official artifact, with use additionally governed by SERVER-EULA.md. The source remains All Rights Reserved.
Third-party assets may only be committed when redistribution is allowed. Secrets, keystores, API credentials, .env files, and local Unity generated folders must never be committed.
The canonical development/design source of truth is:
GitHub issues and the Blockiverse VR Roadmap project are lightweight workflow aids for active bugs, blockers, reviews, and current initiatives. They are not the canonical roadmap or a required issue hierarchy.
C#
95.7%
Python
2.3%
ShaderLab
1.5%
VR voxel sandbox game for Meta Quest 3/3S built with Unity and C#
See the codeBlockiverse VR is a VR voxel sandbox prototype for Meta Quest 3 and Quest 3S, built with Unity 6, C#, URP, OpenXR, Meta XR SDK, and Netcode for GameObjects.
survival_terrain and flat_builderFuture expansion scope, including seasons, full survival expansion, and paid cloud hosting, is tracked in the execution plan's future-features section.
A world normally lives on one player's headset, which means it ends when they take the headset off and only reaches their LAN. The dedicated server is the same authoritative simulation with no local player, no renderer, and no XR, so it stays up on its own and can be reached from outside your network.
Two ways to run one, both cut from the same build:
# Container
docker run -d -p 7777:7777/udp -v "$PWD/world:/data" ghcr.io/eslutz/blockiverse-server:latest
# Linux archive, installed as a systemd service
tar -xzf blockiverse-server-<version>-linux-x86_64.tar.gz && cd blockiverse-server && sudo ./install.sh
Operator documentation lives in docs/server/:
The server and its clients must be the same version, or every join is refused. Four players is the supported ceiling; higher is honoured but unmeasured. Design rationale is in ADR 0007.
This repository uses trunk-based development:
main is protected and should remain releasable.feature/*, fix/*, chore/*, spike/*, and hotfix/* branches.develop branch.main only.v* naming, such as v0.1.0.Current licensing state: source-available / All Rights Reserved. See LICENSE.md and NOTICE.md.
The compiled dedicated server is the one exception: it carries a binary-only distribution grant so operators may run and redistribute the official artifact, with use additionally governed by SERVER-EULA.md. The source remains All Rights Reserved.
Third-party assets may only be committed when redistribution is allowed. Secrets, keystores, API credentials, .env files, and local Unity generated folders must never be committed.
The canonical development/design source of truth is:
GitHub issues and the Blockiverse VR Roadmap project are lightweight workflow aids for active bugs, blockers, reviews, and current initiatives. They are not the canonical roadmap or a required issue hierarchy.
C#
95.7%
Python
2.3%
ShaderLab
1.5%