Draw stylized cliffs, canyons and mesas in the Scene view. Add caves and tunnels, switch between five themes, then bake finished cliffs to prefabs with LODs and colliders.DOCUMENTATION · DISCORD Draw cliffs, canyon walls, mesas and rock pillars directly in the Scene view: click a line on the ground and a complete cliff grows along it.Procedural Cliff Builder by Arkerion Studios is an editor tool for level designers. The line you draw is the foot of the wall. The tool builds a wall of low-poly fractured rock blocks along it, stepped rock terraces on top, a walkable plateau or top strip, a debris slope at the foot and rocks scattered over the slope and the top. Open lines become cliff walls and canyons; closed loops become mesas with a plateau; flip one inside out and it becomes a pit. The cliff updates as you work.Shape it the way you think about cliffs. Drag a knot to move the wall, drag the arrow above it to raise the cliff there, and set height, slope and terraces for the whole cliff, one section or a single knot. Values blend smoothly along the cliff. Five geological presets (Mesa, Canyon Wall, Eroded Badlands, Tall Climbing Wall, Small Pillar) give you a starting point in one click.Make cliffs part of your level with holes. Add a cave mouth, an alcove, a window high in the wall or a tunnel straight through a mesa, in a Round, Square or Cave profile. Holes get rock walls, a flat walkable floor with a collider and a rough rock collar that hides the cut, and they can clear the rocks in front of the entrance. Turn the walls off and the hole becomes a socket for your own cave.Simple mode shows the settings most people need in one block per tab; switch to Pro for every setting of the rock wall, terraces, materials, patches, strata, rocks and baking. The switch only changes the window, never your cliff.A built-in Step Guide in the Scene view shows what to do next.Five environment themesBasic: grey stylized stone with green moss and grass tops for forests and adventure maps.Desert: warm sandstone and sand for canyons, mesas and dry badlands.Ice: blue ice with snow-covered terraces for frozen cliffs and glaciers.Jungle: lush green over dark rock for overgrown cliffs and tropical islands.Lava: hot cracks glow between the rocks while open faces have cooled, with Cooling, Balanced and Molten presets.Building toolsDraw on terrain, meshes or a flat plane, with grid and angle snap.Open cliffs, closed mesas with follow-rim, level or dome plateaus, and inward-facing pits.Height, slope and shape per cliff, section or knot, blended smoothly.Fractured rock walls with adjustable block width, size variation, exposure, seams, breaks, ledges, chipping and rubble.Stepped rock terraces with size, height and exposure variation.Debris slopes with erosion, drainage channels and terrain-following Ground Fit.Rocks scattered naturally on slopes and tops.Round, Square and Cave openings, closed or through, with walls, floor, collar and Clear In Front.Five geological presets, validation with one-click fixes, and full Undo.Customize the lookDrag-and-drop Wall A, Wall B, Debris A, Debris B and Top materials, each with scale, rotation and tint.Round material patches with coverage, size, sharpness and top/bottom bands.Grass, sand, snow or ash cover on up-facing rocks.Strata lines with colour presets, spacing and distortion.Same Look For All Themes and custom Look Presets with a colour swatch.Object or world triplanar mapping, or a cheaper mesh-UV mode for mobile and VR.When the cliff is finished, bake it into an ordinary prefab with LODs, colliders and rocks. The baked cliff needs no Cliff Builder code in your game. The editable cliff stays in your scene, so you can change it and bake again at any time.Five demo scenes show the same mesa in every theme. The cliffs in them are live: the scenes stay small and the cliffs are built when a scene opens.Full C# source code is included. New kinds of generated content can be added as part generators, and other tools can cut holes into cliffs through a small opening interface.Perfect forCanyons, mesas and desert badlandsMountain passes and cliff-side pathsIsland coasts and plateausCave entrances and tunnelsFrozen cliffs and glaciersVolcanic landscapesLevel blockouts that become final artWorks with URP, HDRP and the Built-in Render Pipeline. Built-in requires the free Shader Graph package.Documentation (User Guide) and a README are included in the package.Editor workflowCliffs are generated in the Unity Editor and baked to ordinary prefabs. No runtime generation. Baked cliffs require no Cliff Builder runtime code.Included content90 textures: 81 at 2048 x 2048, 7 at 1024 x 1024 and 2 at 1254 x 1254; plus 5 generated demo reflection textures.5 debris rock FBX assets, each with 3 LOD levels.25 prefabs: 5 debris rocks in each of 5 themes.43 materials; 2 Cliff Builder Shader Graphs plus included Arkerion Shared shaders.5 theme demo scenes: Basic, Desert, Ice, Jungle and Lava.Full C# source, Runtime and Editor assemblies.README and Markdown User Guide included in the package.Geometry and LODsDebris rock triangles, LOD0 / LOD1 / LOD2: 52–840 / 36–402 / 26–224.Fractured wall rocks: 100–200 triangles per rock; colliders and LOD1 use 100.Generated cliff counts depend on length, shape and Draft / Standard / High quality. The Statistics panel displays counts before baking.Optional baked LOD1 for cliff body and fractured rocks.CollidersMesh colliders on cliff body, plateau, fractured rocks and openings; convex colliders on debris rocks. No rigging or animations.Materials and shadersArkerionCliffSurface: five texture layers (Wall A/B, Debris A/B, Top), per-pixel patches, bands, top cover, strata, wall/debris blending, object/world triplanar or mesh-UV mapping, low-quality option for mobile/VR, and debug views. ArkerionCliffLava adds hot/warm/cold heat zones with emission. Texture maps include base colour/albedo, normal and lava emission.Compatibility and dependenciesUnity 2022.3 LTS and Unity 6. Package exported from Unity 2022.3.62f3; verification recorded for Unity 6 (6000.3.11f1). URP 14+, HDRP 14+ and Built-in Render Pipeline; Built-in requires Shader Graph. No Asset Store dependencies. Required Arkerion Shared assets ship with the package.




