Can I put multiple textures on different faces of a CSGBox?

I have returned to Godot recently and I’m curious if I can put multiple textures on a cube like in the Hammer editor, but I’m not too sure about if that’s true nor even possible. If it is, then I’m happy. But I still appreciate the help!

CSGs do not support UV editing, the docs recommend trying cyclopsLevelBuilder or func_godot

Why doesn it need to be a CSGBox? Use a regular mesh box instead.

Not YET.

I’m waiting for reviews (though I will be busy with other stuff for the next 2 weeks). There were some issues (that were solved) but it didn’t make it to 4.7 because we entered into the feature freeze

If everything goes well we could be looking at 4.8 or 4.9
The PR introduces the ability to alter CSG brushes, including setting different face materials, but the changes have to be made mostly through a script.
A face editor would need to be implemented afterwards, which would make it easier for normal users.

I’m also waiting to add more features of a level editor.

You can download the binaries from the GHA (in the artifacts section) and use it as a level editor (Though it’s made on an older version of 4.7), then convert to mesh and import into your project (save the mesh as resource or export to gltf).
and make sure to save the scene as binary to avoid warnings if you have too many CSGs.

checks tab → click on Static checks / Code style, file formatting, and docsSummary → On the rights side under “Artifacts” click on 16 (or scroll down) → and download the version for you OS (make sure it’s not a template).

because CSGs get combined into a single mesh and have subtractive capabilities.

You can combine regular meshes too.
The question was meant for the OP. Their use case might not be what you’re presuming here.

I’m very familiar with the Hammer Editor process and I’m quite used to putting a texture on a face, so I’ll just wait for the big update to arrive whilst I finish the layouts for the first act of the campaign in my project and then polish it up.