I wasn't sure where should I ask the questions so came to this thread.
I've got my trial version and have plans for two projects in Unity. I've seen voxel engines before and know a bit about them but when looking at your docs some things are not clear.
In general the relation between voxel worlds, terrains, instances and ... are not clear to me. How can I understand more about the systems. Some questions below.
I want to use it for two games in unity. We have a multiplayer tank game using old voxel tech which we generate its terrain on the fly and a survival multiplayer game using your terrain engines probably.
1- If I want to generate voxels on the fly, what should I do in voxel studio to just export a set of textured and colored voxels and some meshesfor modification tools that I want to use for deformation?
2- Is there any overview of how things in the system relate to each other? any plans to write text version docs for things like biome and smart biome instead of videos?
3- How can I generate a collision geometry in my unity based or none-unity based server from voxels?
4- What are layers and voxel instances exactly and how to make custom layers? do I need it for the tank project?
5- If I want to allow my players to create voxel based tanks and then play with them? Is it voxel instances? How different these are from something which is a part of the world?
6- When more unity docs will become available?
7- How much of the tools/procedural generation parts in voxel studio are available at runtime for deformations and creation (I mean other than using a mesh for changing material or directly modifying voxel data)?
8- If I write a network layer which sends changes only over the network, is voxel farm deterministic to apply exactly the same modifications to the voxels in the other side?
As some amount of feedback, I would say work more on docs and integrations, maybe stop feature development or slow it down a bit and work on those. I've worked at tool development companies, http://www.muchdifferent.com and even now our company makes game backends so I know how tough it can be but ease of use and understanding is very very important too.