3 Flying Monsters with Procedural Animations is a curated pack of stylized Flying Monsters designed for dark fantasy worlds.
Each Flying monster is optimized for real-time use and includes multiple LOD levels for performance scalability.
Procedural Animations
Each Flying Monster is animated using procedural animations (see the video files). They react to being moved or rotated meaning you dont have to set up any animation triggers, events etc. Just control their movement and rotation and they will procedurally create the correct response movements. For instance to give it a "being hit"-animation you can just move the main gameobject of the robot skull a distance back, the procedural script will detect this and create a motion out of it (as shown in the videos).
Note1: Camera Frustum Performance
To save on performance, assign your cameras to the Visibility Hook scripts camera field (attached to the main prefab gameobject). This turns the procedural scripts off whenever no camera is looking at them which saves on performance.
Note2: Huge Performance Savings
Adding a Paralell Tail Manager to your scene allows all tentacle calculations to be done in Parallel instead of in sequence. This is mandatory for high instance counts but is recommended even for a single instance as it always saves on performance.
Features
Render Pipeline Support
This asset includes separate materials for:
No project settings are modified on import.
An optional editor-only helper is included to assist with material assignment in URP and HDRP.
Screenshots
All screenshots were taken on the Built-in Render Pipeline and contain no post processing.
Demo Scene
A lightweight demo scene is included for preview purposes.