Wildtile
Wildtile is a 3D tile editor that simplifies both tile and level authoring, allowing great-looking levels to be created and modified easily.
It imports 3D cube tiles from an artist, automatically extracting mark-up and preparing the tiles for use with the voxel grid. The importer can be set up quickly and can import a simple set of tiles without you having to configure it. After the initial set-up, artists can reimport their models with a single click in Unity.
As your tilesets grow and you get more experience with the tool, you can configure the importer or edit the source code to fully control the model import process. Any changes will not affect the artist's workflow - they still press a single button to reimport their models.
When to use Wildtile
Wildtile is strongest when iteratively developing and changing large worlds or many worlds with a consistent style. It can also act as a 'frontend' for voxel procedural generation. The algorithm can run asynchronously, supporting level loading.
The algorithm is deterministic, so it will always generate the same mesh for the same voxels, seed, and tileset. If the tileset includes randomly chosen elements changing the seed can generate different decorations.
Wildtile provides less benefit if you work on distinct scenes without many shared elements. Running the placer algorithm on larger voxel grids and complicated tilesets can take 100s of milliseconds, and changing some voxels can lead to different tiles being picked far away from where you made the change. Using it in a dynamic world like Minecraft would require care and diligence.
Getting Started
Please check out the getting started guide for a 20 minutes tutorial on using the tool.
Using this documentation
The manual describes how to use different tool features from an artist's and game designer's perspective.
The Scripting API describes public methods and the tool's features from a coder's perspective. Those articles can help you extend Wildtile or automate it as part of your procedural generation pipeline.