Assets for Animation Awesomeness
We are so proud of Mecanim, Unity’s super flexible animation system. But we’re equally in awe of all the amazing work that the Asset Store publishers put in, so that you as a developer can just drag and drop to get your characters moving.
They capture all imaginable movements, from breakdancing, throwing enchantments or swinging a katana to sitting and drinking coffee. We picked a few assets that are really well-rated and popular among their users, but could use a little extra attention. Browse these hidden treasures to find new ways to get your game moving faster and cheaper!
This is a must have, if your game has any moving characters, which, let’s face it, it probably has. It has over 470 animations to date and if what you need isn’t in there, the publisher will add it to the asset at no extra costs. Proportional Studios are really a bunch of proper pros – the reviews point out that the support goes out of its way to help you get the most of this package.
A set of high quality motion capture animations, optimized for seamless third person perspective character movement. You need to have a good idea about scripting and mecanim in general, but if you have the basics covered, this is the asset that will help you level up. Have fun with the demo below!
Get a full model of a soldier with 54 animation clips to get him moving and shooting exactly the way you want. Includes Root motion data used by Mecanim.
This is a really comprehensive package of movements that covers all possible shooting/running/climbing combos. It has a sample character, which shows initial setup for weapon placement and joint hierarchy. Plus it’s super neatly organized. Altogether, it will save you a ridiculous amount of time that you can instead spend making your shooter into something special.
Surviving is hard. Making a survival shooter game even harder. So why don’t you make your game dev work and your life in general easier by getting a great package of animations along with a handy “Getting Started” doc and an overview of frame-ranges?
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