A neon cat-hoodie pixel character: 47 motions in both directions, 11 automatic effects and a neon katana with 15 armed motions, plus ready-made Unity connections.Huurin's original character Fuurin wears a dark cat-eared hoodie, with cyan eyes, a tail, and magenta and cyan accents.This pixel-art edition brings together movement, combat and personality animations for a side-view character, plus neon effects and a katana. Each motion is supplied in left- and right-facing versions, with ready-configured Unity animation clips and scenes for browsing and connecting them.Effects and katana: 11 effect sprites (hit spark, jump and landing dust, dash lines, guard shield, charge aura and burst, air-jump ring, ground impact, sparkles and dizzy stars) appear automatically at the right frames through 28 triggers that you can edit in the Inspector, or you can play them from your code. One neon katana comes with 15 armed motions in both directions: stance, walk, run, jump, fall, land, a three-attack chain (overhead slash, rising slash and thrust) and a diving slash. Call Equip() and your existing idle, walk, run, jump, land, Attack and AerialAttack calls switch to the katana versions automatically. The hand position of every katana frame and the sword sprite are included if you want to attach your own weapons.Included: one character with 47 bare-hand motion clips per facing direction (94 clips and 502 frame slots, including repeated holds and transition frames); 11 effect sprites; 30 katana clips (140 frames); 135 transparent PNG sprite sheets and 124 Unity AnimationClips in total; 64 x 64 pixels per frame (128 x 112 for the katana), point filtering and pivots at the feet; two prefabs (a simple sprite/Animator setup and a preconfigured connected-animation setup with effects and the sword); an Animator Controller, an animation library and three demo scenes (clip browser, action connections with a sword toggle, and an effect browser); a reusable buffered five-hit combo with stage-specific recoveries (a three-hit chain with the sword), jump and landing, dive, held actions and damage interruption; Inspector-event commands and a C# API with integration examples; timing metadata and movement references; an English and Japanese PDF user guide with a setup tutorial and script reference; and editable C# code.Motion highlights: walk and run; dash and blink teleport; jump, fall, landing and double jump; five-hit punch and kick combo; scratch and a sword-swing gesture; dive kick; charged punch; damage and knockback; guard; crouch; taunt, crossed-arm pose, happiness and sleep. With the katana: ready stance, walk, run, jump, fall, land, overhead slash, rising slash, thrust and a diving slash. The 47-motion count includes the separate start, hold, release and recovery clips. Left and right versions bring the bare-hand total to 94 clips; these are not 94 different actions. The katana set adds 15 motions (30 clips).Requirements: Unity 6000.3.10f1, Universal Render Pipeline 17.3.0 with a 2D Renderer, and the 2D Sprite package 1.0.0. Built-in and HDRP compatibility are not claimed. The supplied character uses an unlit URP 2D material; the neon-colored outlines are part of the sprite pixels.Scope: this is an animation asset pack with preconfigured playback, effect and action connections. Place the connected prefab and connect your game's action and ground-contact events. Game-specific movement, physics, ground detection, hit boxes and damage are not implemented, and the effects do not detect hits. HD artwork, audio and environments are not included. One weapon (the katana) is included.A free Lite edition with six basic motions is available separately (Huurin - Pixel Character Lite). Support: huurinasset@gmail.com - Site: https://huurinasset.github.io/Key features47 bare-hand motions, each authored for facing right and facing left (94 sprite sheets, 94 AnimationClips, 502 frame slots)One neon katana with 15 armed motions in both directions (30 clips): stance, walk, run, jump, fall, land, three-attack chain and dive slash. Equip() switches the connected actions automatically11 effects (hit spark, dust, guard shield, charge aura and more) with 28 automatic triggers you can edit in the Inspector or play from code64 x 64 px frames (128 x 112 for the katana), transparent PNG, Point filter, 64 pixels per unit, pivots at the feetLeft-facing sheets are authored versions (neon colors stay on the correct sides), not mirrored copiesConnected prefab with a buffered five-hit combo (three hits with the sword), jump, double jump, landing, dive kick, guard, crouch, charge, pose, damage, knockdown and deathSimple SpriteRenderer/Animator prefab and individual clips for your own setup; Inspector-event commands, C# API, JSON timing data, three demo scenes, English and Japanese PDF guide. No watermark, time limit or registrationSelected category: 2DUsed source file(s) sizes: 64 x 64 px per frame (PNG sprite sheets); 128 x 112 px per frame for the katana sheetsFile count: 135 PNG sprite sheets (94 bare-hand, 30 katana, 11 effects), 124 AnimationClipsAnimated: YesAnimation type list: idle, walk, run, dash, teleport, jump, fall, land, double jump, five-hit combo with recoveries, scratch, sword-swing gesture, dive kick, charged punch, guard, crouch, damage, knockback and get-up, death, taunt, poses, happy, sleep (each facing left and right); katana stance, walk, run, jump, fall, land, three-attack chain, dive slash (each facing left and right)Additional: Pixel basedChatGPT image generation assisted the creation of base character artwork from the creator's original character references. Claude Code and OpenAI Codex assisted pixel processing, procedural animation code and Unity integration code. The creator directed the design and reviewed and revised the motions. The delivered assets were processed into a consistent 64 x 64 pixel format and limited palette, with separately authored facing variants, revised limb motion and timing, split action and recovery clips, procedurally drawn effects and katana, Unity sprite slicing, animation clips, prefabs, demos and the weapon and effect connection scripts. The pack is not represented as hand-drawn.




