Browse free human and animal movements, choose a matching Gaussian character, and save individual files for the desktop movement workshop. Each asset keeps its stated source license.
Choose a GLB model, Gaussian PLY, native .gasset, or PNG/JPEG image. Or start with a built-in block, orb, arch, or pillar. One small source is enough to begin.
Use a source you have permission to use. GLB resources must be embedded in the file.
GLB models become static Gaussian objects. Images become flat Gaussian image planes. Existing Gaussian PLY and .gasset files bring in their geometry. Convert your source, then inspect the result.
Image conversion does not reconstruct a 3D scene. GLB conversion uses a static pose; model animations do not carry over.
Open Save to keep an editable draft or download a playable ZIP for private testing and backup. Public distribution requires separate permission through Guassia.
Downloading a file does not publish a world or create an account.
Add three objects to one room using Scene assets. Open Selection & transform tools beneath the 3D inspection area.
Tick the objects you want to change, or use Select room. Enter a Move selection offset, then press Move.
Set Snap grid · metres to 0.5 and choose Snap origins to grid. To space three objects, choose Axis X and Distribute evenly.
Try Yaw · degrees and Rotate around selection center, or a Uniform scale factor. Each button applies one operation.
Use Undo to reverse the whole selection operation. Press Play to check the arrangement at player height.
Alignment and spacing use object origins. NPC routes follow their objects; separate event zones and sound emitters stay in place. These tools edit instance records while source Gaussian assets remain shared.
Start with an empty world and add a visible Gaussian object. Open Game tools → NPC movement and choose it under NPC object.
Choose Patrol guard. This fills a draft with a route and detection settings; it does not save yet.
In Visual route, click to add numbered points and drag them to move them. The cross marks home. Use the coordinate list, reorder arrows or Remove for keyboard editing.
Choose Loop back to first, Back and forth or Once, then stop. Adjust Pause at each route point · seconds.
Open Advanced behavior → Detection & attention. Try Detection distance 8, Field of view 110 and Remember the player 3 seconds. Keep Require a clear line of sight to detect the player on.
For a harmless test, turn Restart the world on contact off. Press Apply NPC behavior, then Play. Step into its view, move behind a solid blocker and observe its last-seen search and return.
Try Look-away watcher for a figure that stops while visible to you, or Follow companion and Fleeing figure. Review each preset and Apply again.
NPCs are optional and new worlds have none. These behaviors move a rigid Gaussian object; they do not create a skeleton or a walking animation. Walls can block routes, so test them. Memory tracks the last seen position, and does not locate a hidden player through a wall.
Start a new world to get an open white floor under open sky. Import a GLB, PLY, GAsset or image, or choose a native shape in Scene assets. All visible objects are converted to Gaussian splats.
Open 3D preview. Use eye-height and arm-length views to inspect thin edges, signs and overlapping surfaces. For standalone modeling and cleanup, open the desktop Asset Engine.
03 · Make an objective
Give chosen objects the Collect behavior. Under Game tools, choose an exit and the exact required objects, then write the ending. Play through it and use Restart to check a clean reset.
04 · Tell a story
Attach a readable note or a door to an object. Add a proximity event to reveal another object, open a door or play a sound. Notes remain in the player's journal. Under Plotlines, create achievements from particular collectibles, choose which rooms they unlock, or add a transition area leading to a new room. The first room always stays open. You can leave all of these tools unused.
05 · Add movement and sound
Choose patrol, pursuit or move-only-when-unseen for a figure. Import your own sound, place it in the room or make a room soundscape with a crossfade. These features start empty.
06 · Test and back up
Test walking, drag-to-look fallback, objective locks and restart. Diagnostics show input mode, frame time and loading errors. Use Save project to keep an editable .guassia.zip with your assets and audio. Use Open project to restore it on another device. Download website ZIP is the separate playable test export. Public distribution requires separate permission through Guassia. A local save or download is not a live website.
A SIMPLE FIRST PROJECT
One room. One object. One reason to explore.
Build a small collection game, an unusual space, or a room that reacts to music. Start with something you can finish and test.
Use the browser editor to learn and build a project, or install the free desktop creation tools. Sign in to save or export browser work. Multiplayer and commerce availability are separate.