A low-poly fantasy rat family with three variants, six animations per model, procedural footsteps, Animator prefabs and an interactive URP demo.Tested with Unity 6000.3.23f1 and Universal Render Pipeline 17.3.0. Requires URP. Built-in and HDRP material sets are not included. The demo includes an optional URP pipeline configuration; use your own URP configuration when integrating. Eye bloom requires post-processing. No other Asset Store assets or FBX Exporter installation are required.Build a small creature encounter around a matching rat family: the brown Rat, a larger black Cave Rat with emissive red eyes, and Giant Rat with a metal harness and visible teeth.Choose the animation workflow that fits your project. Procedural prefabs measure root movement and adjust diagonal footsteps to changing speed. Animated prefabs use standard Generic Animator controllers with in-place FBX takes. Both include attack, hit, death and reset controls.The interactive demo lets you compare all three variants, switch animation systems, and try slow walking, running, turning and reactions. English offline documentation explains integration, scaling and controller parameters.Includes three weighted Generic rigs, six visual prefabs, editable FBX models with embedded takes, separate .anim clips, three Animator controllers, an optional movement/event bridge, URP materials and compact texture maps.Requires URP. Tested with Unity 6000.3.23f1 and URP 17.3.0. Built-in and HDRP materials are not included. No other Asset Store asset, Aether game project or FBX Exporter installation is required.Visual creature pack only: navigation, combat, health, loot, quests, sounds, character colliders, ragdolls, LODs and networking are not included. Connect your own controller. Procedural feet use a flat reference plane and upright, uniformly scaled actors; there is no terrain raycast IK or wall walking. Dedicated backward/strafe clips are not supplied. Eye bloom requires scene post-processing.The models are three related variants of one rat family. The 18 takes are six shared motions adapted to the variants, not 18 unique behaviours. No mobile, console or WebGL performance/compatibility guarantee is made.Models and topologyRat: 1,812 triangles, 4,874 imported vertices.Cave Rat: 1,812 triangles, 4,874 imported vertices.Giant Rat: 2,712 triangles, 7,154 imported vertices.Each model has 18 weighted bones, one SkinnedMeshRenderer and one URP material. Three FBX models and six prefabs (three procedural, three Animator).Textures and UVsNine textures, each 128 x 16 pixels: palette, emission and metallic/smoothness maps per variant. Palette UVs intentionally overlap; not a unique painting unwrap.AnimationSix motions per variant: Idle, Walk, Run, Attack, Hit and Death. 18 takes total. Generic rigs. Idle/Walk/Run loop; Attack/Hit/Death do not. In-place clips, root motion disabled. Death includes a fall and held final pose. Three controllers and editable .anim clips included.Orientation and scale+Z forward, +Y up, metres, root rotation identity and scale 1. Relative model scales 1.0, 1.4 and 1.7 are baked into the models.CompatibilityUnity 6000.3.23f1, URP 17.3.0. No Built-in/HDRP material sets, LODs or character colliders. Standard Unity Animation, IMGUI and Physics modules used. English documentation and third-party notices included.AI tools assisted concept exploration, modeling scripts, animation code, packaging and documentation. The models and behaviours were reviewed and iterated in Unity. Preview images and video show the delivered models. No AI service or API key is required at runtime.




