voxelplayercontroller.lat It is temporarily under maintenance. I apologize, I have been trying everything this week and I will take a break for the moment, I will be Voxel Craft.
A complete, performance-first animation system for Unity. Eight animation states, dual art styles, integrated audio, and full extensibility—without the complexity.
Built for developers who need expressive characters, not black‑box animators.
Switch between rigid Minecraft‑style and flexible Roblox‑style joints at runtime. One asset, two visual identities.
Decoupled PlayerAudioController with 3D spatial sound. Footsteps, splashes, attacks, and death sounds—all synced to animation.
Optimized for 50+ characters. Trigonometric pre‑calculation, four‑tier caching, and distance‑based LOD keep frame times under 1.5ms.
Comprehensive event hooks for every animation phase. Build custom layers, timeline events, and network sync without touching core code.
A clean, layered architecture from input to final pose.
API Methods (SetMovement, Jump, Attack) feed into a finite state machine with eight distinct states: Idle, Walk, Run, Sprint, Jump, Die, SwimIdle, Swim.
Base Pose (T‑pose) is modified by additive movement layers, attack overlays, look direction, and water‑specific animations. All weights are dynamically blended.
PlayerAudioController receives precise triggers for footsteps, jumps, attacks, and swim strokes. Event system fires callbacks for game logic (impact, peak, completion).
Transform updates are applied through a high‑performance cache. LOD manager reduces update frequency for distant characters. No garbage allocation.
Everything a production‑ready animation system needs.
Idle, Walk, Run, Sprint, Jump, Die, SwimIdle, Swim. Each with smooth transitions, sub‑phases, and configurable timings.
Toggle between rigid (Minecraft) and flexible (Roblox) joint behavior with SetJointFlex(). No reimport, no asset duplication.
Dedicated SwimIdle (floating) and Swim (moving) states with stroke phases, body lean, head turn, and integrated splash audio.
Three‑phase death (Falling, Impact, Settle) with priority override. Configurable duration, rotation, spread, and sink amount.
Overlay attack animation that blends with base movement. Wind‑up, impact (30%), and recovery phases with torso twist and counter‑balance.
Upper‑body awareness: chest and head smoothly rotate toward a world‑space direction, disabled during jumps and death for control.
Designed for Unity developers who value clarity and performance.
Get authentic, stylized movement that matches your aesthetic. Switch between rigid and flexible styles to match art direction.
Have a fully‑animated character in minutes, not days. Complete with audio and water systems out of the box.
Run 50+ characters smoothly with the built‑in LOD system. Distance‑based update culling and performance metrics included.
Watch the systems work together.
Every parameter, event, and optimization explained.
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.
Eight: Idle, Walk, Run, Sprint, Jump, Die, SwimIdle, Swim. Each has sub‑phases and configurable blend transitions.
Yes. Call SetJointFlex(true) for flexible Roblox‑style joints, or false for rigid Minecraft‑style. No asset swaps needed.
Yes. A decoupled PlayerAudioController handles 3D spatial sound for footsteps, jumps, attacks, swim loops, and death. Volumes are fully configurable.
Optimized for 50+ characters. Includes distance‑based LOD, pre‑calculated trigonometry, and a four‑tier cache system. Target: <1.5ms per character.
Yes. A complete integration example script is provided, covering movement, water detection, combat, camera, and event subscription.
Absolutely. The event system exposes progress callbacks for jump, death, swim, and attack phases. You can build custom layers on top.
Get expressive characters, integrated audio, and production‑ready performance. Available now on the Unity Asset Store.
Get on Asset StoreIncludes full source code, example scenes, and the PlayerAudioController system.