Deep Glow Fish is a bioluminescent fish pack for Unity built to create rich, living underwater scenes with minimal setup. It includes six independent behaviour controllers that can be used on their own or combined in the same scene: FlockLeader + FlockFish for full Boids schooling, PulsingCloudLeader + PulsingCloudAgent for breathing glowing spheres, SwarmLeader + SwarmAgent for fish that orbit and pulse around rocks or coral, SoloFishController for a shark-like predator, SoloGliderController for smooth orbiting movement, and BottomFeederController for resting sea-floor fish.
Every controller uses SeededRandom, so the same seed always produces the exact same motion every time you press Play. That makes the pack ideal for repeatable scene setups, consistent demonstrations, and gameplay systems that need predictable results. The package also uses a shared Ground Y value to keep fish from clipping through the sea floor and supports both prefab-based spawning and manual child-based setups for flexible scene integration.
The included custom Fish/FishBody shader gives each fish a strong bioluminescent look with body glow, animated nerve and fin highlights, procedural wave deformation, shimmer, and hue drift. PulsingCloudLeader can also drive colour shifts across the whole cloud at runtime using MaterialPropertyBlock, creating synchronized glow pulses without generating new material instances.
Designed for Unity projects that need stylized underwater life, Deep Glow Fish works well in deep-sea scenes, fantasy oceans, aquarium environments, and magical marine biomes. Its controllers are fully independent, so you can mix schools, swarms, solitary fish, and resting bottom-dwellers together for layered, cinematic underwater ecosystems.
You can also use the included folder structure and prefabs to get started quickly, customize fish variants, or extend the system with your own materials, textures, and animations. For advanced control, each controller exposes useful runtime APIs such as steering, burst triggering, orbit control, and seed updates, making it easy to integrate with gameplay or scripted events.