
Fantasy Hero Creator-Modular 2D Character Creator
Ryan.Lan
$38.61
$42.90
10%OFF
(no ratings)
Jump AssetStore
Modular 2D Hero System
4 races, 65+ hairstyles, 28 weapons & full combat animations for Spine/Unity.
Includes 360-degree free shooting animations for multiple weapon types.You need to purchase the spine software for commercial use in order to fully use this asset for commercial purposes.Core Features✅ 4 Races & Deep CustomizationRaces: Demon (2 skins), Elf (8 skins), Human (8 skins), Goblin (2 skins)Facial Details: 5 eyebrows, 5 eyes, 4 facial features (including "None")Hair System: 8 base styles × 8 colors (64 combinations)Outfits & Weapons: 7 outfits, 28 weapons (7 bows, 7 daggers, 7 staffs, 7 swords)✅ 360° Free-Aim Attack SystemDynamic Bone Control: The Spine bone AimPoint tracks targets in real-time (mouse or programmatic coordinates) for omnidirectional attacks.Weapon Adaptability: Each weapon class (bow/dagger/staff/sword) includes a dedicated 360° attack animation (e.g., bow_attack_360°, sword_attack_360°).Precision Sync: The AttackTime event marker embedded in animations triggers damage calculation or projectile spawning, perfect for bullet-hell and free-aim gameplay.✅ Complete Animation Logic1 combo demonstration (e.g., bow_attack_1+2Demonstration)Per Weapon Class:2 basic attacks (e.g., bow_attack1, bow_attack2)1 skill animation (e.g., bow_skill)Unarmed Mode: Sheath weapon, movement, jumps, dodges, hurt, death animations.Dual-State System:Armed Mode: Draw weapon, movement, jumps, dodges, hurt, death animations.Expressions: Happy, Surprised.✅ Developer-Friendly DesignSpine Event-Driven: Keyframe events (AttackTime, JumpStart, JumpTop, JumpEnd) ensure precise logic sync.Technical DetailsKey SpecificationsCombo Demos: 4 classes × 1 = 4Total Animations: 136Weapons: 4 classes × 7 variants × 4 animations = 112State Animations: Armed (9) + Unarmed (9) = 18Expressions: 2360° Attack System ImplementationDynamic Bone Control:The Spine bone AimPoint binds to target coordinates (e.g., mouse position) in real-time.Example code:csharpBone aimBone = skeleton.FindBone("AimPoint");Vector3 targetPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);aimBone.SetWorldPosition(targetPos);Event Trigger Logic:The AttackTime event marker triggers damage calculation or projectile spawning:csharpvoid HandleSpineEvent(TrackEntry track, Event e) {if (e.Data.Name == "AttackTime") {InstantiateProjectile(); // Spawn projectileApplyDamage(); // Damage detection}}CompatibilityUnity: 2019.4 LTS or newer (Built-in Render Pipeline only).Spine: Runtime 3.8+.