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Bring voxel characters to life with procedural animation.

A complete, performance-first animation system for Unity. Eight animation states, dual art styles, integrated audio, and full extensibility—without the complexity.

AnimationState.Idle
AnimationState.Sprint
AnimationState.Swim
// Eight states. One system.

Animation, architected for clarity and control.

Built for developers who need expressive characters, not black‑box animators.

Dual Art Styles

Switch between rigid Minecraft‑style and flexible Roblox‑style joints at runtime. One asset, two visual identities.

Integrated Audio System

Decoupled PlayerAudioController with 3D spatial sound. Footsteps, splashes, attacks, and death sounds—all synced to animation.

Performance First

Optimized for 50+ characters. Trigonometric pre‑calculation, four‑tier caching, and distance‑based LOD keep frame times under 1.5ms.

Extensible Event System

Comprehensive event hooks for every animation phase. Build custom layers, timeline events, and network sync without touching core code.

How the animation pipeline flows

A clean, layered architecture from input to final pose.

1

Input & State

API Methods (SetMovement, Jump, Attack) feed into a finite state machine with eight distinct states: Idle, Walk, Run, Sprint, Jump, Die, SwimIdle, Swim.

2

Procedural Layer Stack

Base Pose (T‑pose) is modified by additive movement layers, attack overlays, look direction, and water‑specific animations. All weights are dynamically blended.

3

Audio & Event Dispatch

PlayerAudioController receives precise triggers for footsteps, jumps, attacks, and swim strokes. Event system fires callbacks for game logic (impact, peak, completion).

4

Optimized Output

Transform updates are applied through a high‑performance cache. LOD manager reduces update frequency for distant characters. No garbage allocation.

Key Features

Everything a production‑ready animation system needs.

Eight Animation States

Idle, Walk, Run, Sprint, Jump, Die, SwimIdle, Swim. Each with smooth transitions, sub‑phases, and configurable timings.

Runtime Style Switching

Toggle between rigid (Minecraft) and flexible (Roblox) joint behavior with SetJointFlex(). No reimport, no asset duplication.

Complete Swimming System

Dedicated SwimIdle (floating) and Swim (moving) states with stroke phases, body lean, head turn, and integrated splash audio.

Layered Death Animation

Three‑phase death (Falling, Impact, Settle) with priority override. Configurable duration, rotation, spread, and sink amount.

Weight‑Based Attack Layer

Overlay attack animation that blends with base movement. Wind‑up, impact (30%), and recovery phases with torso twist and counter‑balance.

Look Direction System

Upper‑body awareness: chest and head smoothly rotate toward a world‑space direction, disabled during jumps and death for control.

Who is this for

Designed for Unity developers who value clarity and performance.

Voxel & Low‑Poly Projects

Get authentic, stylized movement that matches your aesthetic. Switch between rigid and flexible styles to match art direction.

Prototyping & Game Jams

Have a fully‑animated character in minutes, not days. Complete with audio and water systems out of the box.

Multi‑Character Games

Run 50+ characters smoothly with the built‑in LOD system. Distance‑based update culling and performance metrics included.

Complete Documentation

Every parameter, event, and optimization explained.

Quick Overview

8 Complete Animation States - Idle, Walk, Run, Sprint, Jump, Die, SwimIdle, Swim. Characters ready for any situation.
2 Switchable Artistic Styles - Choose between rigid (Minecraft) and flexible (Roblox) style.
Integrated 3D Audio - Spatial audio system with sounds synchronized to each animation.
Optimized for 50+ Characters - LOD system, 4-level cache, less than 1.5ms per character.
Easy to Integrate - Clean API, complete documentation, integration example included.
For Prototypes & Production - From game jams to professional games with multiple characters.

Frequently Asked Questions

How many animation states are included?

Eight: Idle, Walk, Run, Sprint, Jump, Die, SwimIdle, Swim. Each has sub‑phases and configurable blend transitions.

Can I switch between art styles at runtime?

Yes. Call SetJointFlex(true) for flexible Roblox‑style joints, or false for rigid Minecraft‑style. No asset swaps needed.

Is the audio system included?

Yes. A decoupled PlayerAudioController handles 3D spatial sound for footsteps, jumps, attacks, swim loops, and death. Volumes are fully configurable.

How performant is it with many characters?

Optimized for 50+ characters. Includes distance‑based LOD, pre‑calculated trigonometry, and a four‑tier cache system. Target: <1.5ms per character.

Does it work with Unity’s CharacterController?

Yes. A complete integration example script is provided, covering movement, water detection, combat, camera, and event subscription.

Can I extend it with custom animation layers?

Absolutely. The event system exposes progress callbacks for jump, death, swim, and attack phases. You can build custom layers on top.

Add professional procedural animation to your Unity project.

Get expressive characters, integrated audio, and production‑ready performance. Available now on the Unity Asset Store.

Get on Asset Store

Includes full source code, example scenes, and the PlayerAudioController system.