# Circular Shapes: Cross Technique

## The Cross Technique for Compound and Animated Assets

With the Cross Technique, you can create cylindrical geometries. Each node has a rectangular collider, but the visible voxels are in a cross shape (see below).

{% hint style="info" %}
The limit with the Cross Technique is 12 sides (3 nodes) for best performance.
{% endhint %}

{% hint style="warning" %}
Rounded shapes should not be used for big objects that need precise collision interaction with the player.
{% endhint %}

<figure><img src="https://content.gitbook.com/content/83PS3g9zpWmq73xzlwFn/blobs/AzoEB4MYJNDFxJFYQ9Fa/image.png" alt=""><figcaption></figcaption></figure>

### How it Looks in a Rig

<figure><img src="https://content.gitbook.com/content/83PS3g9zpWmq73xzlwFn/blobs/nVVMeA73FNhRYuQ7UbAn/circular%20shape%20model.png" alt=""><figcaption></figcaption></figure>

<figure><img src="https://content.gitbook.com/content/83PS3g9zpWmq73xzlwFn/blobs/5TruEFDzvQSvD4IrN5do/circular%20shape%20two%20models%20rigged.png" alt=""><figcaption></figcaption></figure>

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