PicaVoxel came about during development of Jarheads. One of the most asked questions during development livestreams is "Will you be releasing the engine?". For a long time, the answer was "Yes, but not until after I'm done with the game!". Then, over the holidays, I started thinking about it and became quite excited by the prospect of making a user-friendly version of the engine. Something that could integrate with Unity and help others make games that are similar in look and feel to Jarheads, Crossy Road and Voxatron.
And so PicaVoxel was born. It's a non-linear voxel toolset - you create individual voxel "volumes" that can be freely positioned and rotated in your scene. It uses solid colors only (non-textured) to give you that 2D-pixelart-but-in-3D feel that tools such as MagicaVoxel and Qubicle embrace. But on top of that, you get the ability to animate your creations by creating more than one animation frame and cycling through them - much like creating a 2D spritesheet.
And to add even more value, there's a set of scripts to help you use the voxel data at runtime. This is aimed more at desktops due to the processor-intensive nature of working with voxels, but with it you can explode, destruct, construct, collide with, and procedurally generate voxels in realtime.
PicaVoxel is available in the Unity Asset Store now. I hope you enjoy using it as much as I enjoy working on it!
More information, videos and forums at picavoxel.com