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 quadrupeds. Fourteen animation states, herd management, integrated AI, and full extensibility—optimized for 20-150 simultaneous animals.
Built for developers who need expressive animal characters, not black‑box animators.
Idle, Walk, Trot, Run, Sprint, Jump, Attack, Death, Graze, Drink, Sleep, Alert, Flee, and Special states. Full quadruped biomechanics.
Three behavior types: Passive, Neutral, and Aggressive. Complete NavMesh integration with herd management and dynamic state transitions.
Optimized for 150+ animals. Four-tier LOD system, distance-based culling, update skipping, and mathematical animation curves keep CPU under control.
Each animation state is a swappable IAnimationStrategy. Extend, modify, or replace animations without touching core code.
Real benchmarks for real projects. Predictable scaling from 10 to 150+ animals.
10–20 animals
CPU Target: <5ms
LOD Preset: Low + Aggressive culling
Memory: ~430KB total
20–50 animals
CPU Target: 5–15ms
LOD Preset: Medium + Dynamic LOD
Memory: ~1.1MB total
50–100 animals
CPU Target: 15–30ms
LOD Preset: High + Balanced LOD
Memory: ~2.2MB total
100–150 animals
CPU Target: 30–50ms
LOD Preset: Culled beyond 100m
Memory: ~3.2MB total
A clean, layered architecture from input to final pose.
API Methods (SetAnimationState, TriggerJump, TriggerAttack) feed into a finite state machine with fourteen distinct states. AI system provides behavior-driven transitions.
IAnimationStrategy implementations generate procedural animations using sine/cosine waves and mathematical curves. Each state has dedicated strategy with biomechanically accurate movement.
Four-tier LOD system automatically adjusts animation quality: High (<30 units), Medium (30-60), Low (60-100), Culled (>100). Update skipping and distance-based culling minimize CPU overhead.
AnimalAudioController with pitch pooling and distance culling. AnimalNPCBasic provides three behavior types with NavMesh integration. Events fire for game logic integration.
Everything a production‑ready animal animation system needs.
Idle, Walk, Trot, Run, Sprint, Jump, Attack, Death, Graze, Drink, Sleep, Alert, Flee, Special. Full quadruped biomechanics.
Three behavior types: Passive (ignore), Neutral (flee), Aggressive (chase). Complete NavMesh integration with herd management.
High, Medium, Low, Culled quality levels. Distance-based automatic transitions with configurable thresholds.
Pitch pooling (100 pre-generated values), distance-based culling, frame skipping. Footsteps, attacks, vocals, and death sounds.
Staggered updates across multiple frames, group cohesion behaviors, efficient multi-animal coordination.
Pre-sets for Wolf, Deer, Bear, Horse, Cat, Lion, Rabbit, plus Custom. Adjust proportions, leg length, neck, tail, and movement style.
Designed for Unity developers who need performant, realistic animal animations.
Populate your forests, plains, and mountains with believable wildlife ecosystems. From solitary predators to grazing herds.
Animate livestock, pets, and farm animals with realistic behaviors. Grazing, drinking, sleeping, and herding mechanics included.
Create interactive wildlife experiences with accurate animal behaviors. Perfect for museums, educational apps, and nature simulations.
Watch the systems work together.
Every parameter, event, and optimization explained.
14 Complete Animation States - Idle, Walk, Trot, Run, Sprint, Jump, Attack, Death, Graze, Drink, Sleep, Alert, Flee, Special. Animals ready for any situation.
3 Behavior Types - Passive (ignore), Neutral (flee), Aggressive (chase). Complete NavMesh AI integration.
4-Tier LOD System - High, Medium, Low, Culled. Distance-based automatic quality adjustment.
Optimized for 150+ Animals - Update skipping, distance culling, pitch pooling, less than 0.3ms per animal.
Strategy Pattern Architecture - Each animation state is a swappable IAnimationStrategy. Fully extensible.
8 Animal Presets + Custom - Wolf, Deer, Bear, Horse, Cat, Lion, Rabbit, Generic, and fully customizable anatomy.
AnimalController.SetAnimationState() - Switch between 14 animation states
AnimalController.TriggerAttack() - Play attack animation with configurable duration
AnimalController.TriggerDeath() - Death animation with automatic cleanup
AnimalNPCBasic.SetBehavior() - Change AI behavior at runtime
AnimalAnatomy.GetPreset() - Get pre-configured animal proportions
AnimalOptimizer.Instance - Global LOD management singleton
Fourteen: Idle, Walk, Trot, Run, Sprint, Jump, Attack, Death, Graze, Drink, Sleep, Alert, Flee, Special. Each with biomechanically accurate movement.
Yes. Optimized for 20-150+ simultaneous animals. Includes herd management with staggered updates and group behaviors.
Yes. Complete AnimalNPCBasic with three behavior types: Passive (patrol), Neutral (flee when detected), Aggressive (chase and attack). Full NavMesh integration.
Optimized for 150+ animals. Four-tier LOD system, distance-based culling, update skipping, and mathematical animation curves. Target: <0.3ms per animal.
Yes. Complete integration with Unity NavMesh system. Includes pathfinding, obstacle avoidance, and dynamic destination setting.
Absolutely. Use AnimalAnatomy.Custom preset or extend IAnimationStrategy for completely custom animations. All systems are designed for extensibility.
Get expressive animals, integrated AI, herd management, and production‑ready performance. Available now.
Get on Asset StoreIncludes full source code, example scenes, AI system, audio system, and complete documentation.