> For the complete documentation index, see [llms.txt](https://tiplaystudio.gitbook.io/tiplay-assets/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://tiplaystudio.gitbook.io/tiplay-assets/clayxels.md).

# Clayxels

{% embed url="<https://drive.google.com/file/d/11MDkmffB_vSF0zJ0_Ps4hP2zyJ4MOHr9/view?usp=sharing>" %}

{% embed url="<https://assetstore.unity.com/packages/templates/systems/clayxels-165312>" %}

![](https://2688793952-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MFj2vg4QJR2sRMIhR35%2F-MIT9sgnqtPfGNJQHzX0%2F-MITAVomsyGn5K9lQqeo%2FScreen%20Shot%202020-09-30%20at%2010.28.39.png?alt=media\&token=7b02af02-0ebc-40b4-be8a-100077e5d3fd)

**Sculpt and animate your assets inside Unity and give your game a whole new set of interactive volumetric capabilities.**\
\- you can sculpt and then animate assets directly in Unity without the need for complex mesh operations\
\- everything stays interactive, what you do in the editor works in game just as well\
\- fast level design iterations, clayxels can help you achieve complex architectural shapes in a matter of seconds\
\- export to FBX to move your clayxels models to any external package if you need so\
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**Clayxels works with plain, simple points.**\
\- the point cloud that clayxels generates is shaded per vertex, rendering it is as cheap as a standard mesh\
\- nothing stops you from interactively creating volumes during gameplay. Only at that point a compute-shader will update the point cloud (this is of course a GPU heavy operation that will impact on your FPS)\
\- clayxels can be animated in editor or used with procedural motion at runtime\
\- physics work with standard colliders, you can even use clayxels to generate its own mesh colliders\
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**Open C# code, editable render shaders and signed-distance functions, but you can ignore all of that if you like. Clayxels works by simply moving around standard Unity GameObjects.**\
\- Extend or hack the provided APIs or simply move Unity's standard GameObjects to interact with the volumes\
\- Write new shaders via code or use Amplify Shader to customize the existing shaders with nodes\
\- All the mathematical functions are exposed and you can add your own to change how the signed distance field is generated\
\
**Current limitations (subject to change as development progresses):**\
\- performance will vary a lot depending on the available GPU, this is especially relevant if you plan on using clayxels at runtime in your game\
\- it is preferable to use clayxels on machines with a dedicated GPU to get optimal performance\
\- mobile targets are untested and will work using the included baking functionality only\
\- webgl is not a supported target
