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Package details
- Latest version
- 0.1.0
- Last updated
- First released
- Unity version
- 2022.3.0 or later
- Package size
- 2.2 MB
- Files
- 61
- Favorites
- 1
- Views in the past week
- 1
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- Lowest recorded
- $5.00 on
Keywords
Fantasy Modular Cubic Character Male With Facial Animations
- Price drop
Low-poly male character with swappable Beard, Boots, EyeBrows, Face, Gloves, Hair, Helmet, Hip, and Torso; smooth facial animations via a mood parameter; preset save/load; and material tinting.
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Fantasy Modular Cubic Character Male With Facial Animations screenshot 1
About this asset
Fantasy Modular Cubic Character – Male (With Facial Animations) [Early Access]
Bring your stylized worlds to life with this fully modular, low-poly male character system. Swap between multiple variants of Beard, Boots, EyeBrows, Face, Gloves, Hair, Helmet, Hip and Torso with the click of Prev/Next buttons or randomize everything in one go. Save and recall your favorite combinations with the built-in preset manager.
Facial expressions are driven by a clean “mood” parameter (0 = Angry … 8 = Laughing) via the MoodController script and a dedicated FaceRig controller—no messy N×N transitions required. Smooth cross-fades ensure every emotion blends naturally.
Customize your look further by tinting any of the shared materials directly in the inspector: change a material’s color once and it updates across all parts that use it. An optional “helmet hides hair” toggle keeps headgear and hairstyles mutually exclusive when you need it.
Designed for rapid iteration, this Early Access release will continue to expand with more part variants, enhanced preset options and runtime UI examples. Drop the ModularCharacterMaleRigged prefab into your scene and let your characters shine!
From the publisher's Asset Store listing.
Technical details
Technical Details
- Supported Unity Versions: 2020.3 LTS or later
- Core Prefab: ModularCharacterMaleRigged
Components
Animator (Controller: Locomotion) – drives full-body movement
FaceRig
Animator (Controller: FaceRigController) – one state per facial clip
MoodController – sets a single integer mood parameter (0…9) for smooth cross-fades - ModularCharacterCustomizer.cs
PartGroup[] (Beard, Boots, EyeBrows, Face, Gloves, Hair, Helmet, Male_Hip, Torso)
Auto-discovers variants under a user-assigned partsRoot Transform
Inspector UI: Prev/Next per group, Randomize All, Save/Apply named presets with wrap-around buttons
Material tinting: deduplicates sharedMaterials across all child Renderers and exposes a ColorField per material
OnValidate scheduling for immediate editor updates
MoodController.csPublic SetMood(int moodValue) or SetMood(Mood moodEnum)
Mood values:
- 0 = Neutral
- 1 = Angry
- 2 = Scared
- 3 = Sad
- 4 = Confused
- 5 = Surprised
- 6 = Happy
- 7 = Pleased
- 8 = Laughing
- 9 = Grumpy
Clamps input to [0…9] and drives Animator.SetInteger("mood", value) - Facial Animation ClipsAuthored directly in Unity’s Animation Window, targeting bones under Head:
Eye_L/R, Eyebrow_L/R, Eyelid_L/R, Nose, MouthMain → MouthUpper, MouthLower, Teeth, Tongue - ExtensibilityAdd new part groups by extending partGroups[] and matching child names under partsRoot
Expand facial moods by adding states to FaceRigController and entries to MoodController
Drop the ModularCharacterMaleRigged prefab into your scene, assign partsRoot, and use the provided UI and APIs for rapid modular customization and expressive facial animations.
- Textures: 0
- Texture use: none (materials are flat-tinted; no UVs/texture maps)
- Triangle count: ~18 000 tris (per full character)
- Vertex count: ~10 000 – 39 000 verts (across variants)
- Meshes: 2 (body + head)
- Prefabs: 13
- Rigging: full bone + IK rig
- Animations: 18 total
Locomotion: walk, run, idle, etc.
Facial (MoodController): 10 states (0=Neutral, 1=Angry…9=Grumpy) - UV mapping: none required (no textures)
- LODs: none
- Materials: Built-in Standard shader (flat color only)
Compatibility
| Unity version | Built-in | URP | HDRP | Custom |
|---|---|---|---|---|
| 2022.3.0f1 | Compatible | Compatible | Compatible | Compatible |
As listed on the Asset Store.