Procedural animation framework for quadruped animals. CPU-based, no animation clips, with scalable LOD and basic AI. Designed for multiple animals and predictable performance..This package is renderer-agnostic and compatible with Built-in Render Pipeline, URP, and HDRP.No custom shaders or render-pipeline–specific features are included.Voxel Animal Animator provides a fully procedural animation solution for quadruped animals using a strategy-based architecture.All animations are generated at runtime using sine waves, custom curves, and configurable presets, instead of traditional animation clips.The package includes:A procedural animation state machineDistance-based LOD and update-rate scalingBasic animal AI behaviorsOptional audio playback with pooling and cullingA demo scene for performance testing and validationThe system is intended for developers who want logical, controllable animal movement rather than handcrafted animations.It is especially useful when working with large numbers of animals, where traditional animation controllers become costly or difficult to manage.CustomizationAnimal proportions (leg length, body size, neck, tail) can be adjusted through presets or custom configurationsAnimation behaviors are modular and extensible through the Strategy PatternNew animation states can be added by implementing custom strategiesIntended UseWildlife and ecosystem simulationsOpen-world or sandbox gamesIndie projects requiring scalable animal behaviorTechnical prototyping and system-driven animationLimitationsOnly quadruped animals are supportedNo inverse kinematicsNot based on DOTS or JobsNot intended for cinematic or hand-authored animationCore FeaturesFully procedural quadruped animation (no animation clips)CPU-based animation system with predictable performanceStrategy Pattern architecture for animation statesFour-tier distance-based LOD system (High / Medium / Low / Culled)Dynamic update-rate scaling based on distanceIntegrated basic AI behaviors (Passive, Neutral, Aggressive)Optional NavMesh-based movementAudio system with pooling, frame skipping, and distance cullingGlobal optimizer for managing multiple animal instancesAutomated demo and performance testing toolsSupported Animal TypesGenericHorseWolfDeerBearCatLionRabbitCustom (user-defined proportions)AI SystemSimple state-based behavior systemPatrol, flee, chase, and attack statesDistance-based activation and deactivation for performancePerformance CharacteristicsDesigned for 20–100 active animals per sceneSupports higher counts using aggressive LOD and cullingOptimized for single-threaded executionTechnical RequirementsUses standard GameObject and Transform workflowRequires properly assigned body part transformsNavMesh required for AI movement (optional)Included ContentC# source codeDemo scene with automated testingExample animal presetsFull technical documentation



