A stylized necromancer and eight summon types for Unity URP, with 88 animations, modular outfits, shared colors, spell effects, optional bone-pile deaths, and editable Blender sources.URP tested with Unity 2022.3.62f3 / 14.0.12; 6000.0.84f1 / 17.0.4; 6000.3.26f1 / 17.3.0; 6000.5.10f1 / 17.5.0. Native upload for each editor. Windows Mono on all four; Windows IL2CPP and Pixel 6 Android IL2CPP/OpenGL ES 3 on 6.5. Built-in/HDRP are not supplied. See Technical details and the bundled guide for dependencies, renderer setup and test limits.Build a matching undead cast, from a customizable spellcaster to a scythe-wielding reaper and a fire-touched hellhound. Necromancer & Summons brings nine stylized characters together with in-place animations, coordinated visual effects, and Unity prefabs you can adapt to your game.Tested for URP in Unity 6.5, 6.3 LTS, 6.0 LTS and 2022.3 LTS.WATCH BEFORE YOU BUYSearch the complete animation library by character or action, replay a single move, and compare both skeleton death options: https://topwater-games.pages.dev/animationsThe short showcase demonstrates the roster and customization. The complete reference covers all 88 authored clips plus three separately labeled bone-pile effect previews.NINE CHARACTERSNecromancer, Skeleton Warrior, Skeleton Archer, Undead Mage, Spectral Ghost, Zombie, Gravebound Ogre, Reaper, and Hellhound. Movement, combat, hit, summon/emergence, and death actions vary by character; the technical details and animation library show the exact coverage.MAKE THE NECROMANCER YOUR OWNChoose Classic, Gravekeeper, or Bone Archmage clothing; no hair, swept hair, or braids; and no headgear, a hood, witch hat, or crown. Select normal, glowing, or rune eyes. Hair, eyes, clothing, and headgear can be combined through the supplied customization component, with fitted hair variants for the crown.A COORDINATED LOOKApply Soul Green, Spectral Blue, Cursed Violet, or Ember Gold across the cast, or edit the theme colors in the Inspector. Give the ghost an opaque or translucent hood and face. Enable the hellhound's mouth flames and tail-tip flames independently. Keep the warrior, archer, and mage's original death animations or choose their optional bone-pile scatter effect.MATCHING COMBAT EFFECTSThe necromancer's lantern staff casts a timed projectile with a casting glow and impact burst. The pack also includes summon circles, spectral ghost effects, a skeleton shield block, bow attack, ogre ground-slam effect, and a broad reaper scythe sweep. Integration events let your own gameplay code respond to these actions.START IN UNITY, EDIT IN BLENDERIncludes nine primary character prefabs, eight appearance variants, Animator controllers, customization and effect scripts, a full showcase scene, and three focused integration scenes for customization, combat events, and summon reuse. An offline customer guide explains setup and the supplied APIs. Three editable Blender scenes and a portable FBX exporter are included in the source ZIP inside the package.REQUIREMENTS AND SCOPEURP support tested in Unity 6.5, 6.3 LTS, 6.0 LTS and 2022.3 LTS, with a native upload for each tested editor. Exact configurations are listed below. Animations are in place. Supply your own movement controller, navigation, enemy AI, targeting, damage, and collision rules. The combat target and pooling examples demonstrate integration, not a complete game framework. Bone piles are a deterministic visual effect on a local ground plane, without rigidbody or terrain collision. No LODs are included. Built-in and HDRP conversion are not supplied.Support: topwatergamesdev@gmail.comWebsite: https://topwater-games.pages.dev/COMPATIBILITYNative uploads for Unity 6.5, 6.3 LTS, 6.0 LTS and 2022.3 LTS. Minimum tested editor line: Unity 2022.3 LTS. All four uploads contain the same approved art, animations and runtime components.Tested editor / URP pairs: 2022.3.62f3 / 14.0.12; 6000.0.84f1 / 17.0.4; 6000.3.26f1 / 17.3.0; 6000.5.10f1 / 17.5.0.Windows x64 Mono players: Direct3D 11 on 2022.3 and 6.0; Direct3D 12 on 6.3 and 6.5.Windows x64 IL2CPP Release: Unity 6000.5.10f1 / URP 17.5.0, Low managed stripping, Direct3D 12.Android device baseline: Pixel 6, Android 17, ARM64 IL2CPP Release, Low managed stripping, OpenGL ES 3, Unity 6000.5.10f1 / URP 17.5.0. Functional integration, customization, effects, summon reuse and hit/death/reset checks passed. All 88 character/clip identities were pose-sampled; this was not a complete mobile frame-by-frame review.The Android baseline used the approved desktop rendering setup at 2400 x 1080. Nine-character, 20-second samples had median frame times around 16.7 ms and 95th-percentile times around 33.4 ms. This is not a sustained thermal test, a fixed frame-rate promise or verification of every Android device. Profile your game on its target hardware; the example UI targets desktop mouse input.Built-in, HDRP, Android Vulkan, iOS, consoles, other operating systems and unlisted editor/backend combinations are unverified.Runtime references: Universal RP, Core RP, Burst, Collections. Recorded Burst 1.8.30; Collections 2.6.8 on 2022.3/6.0/6.3 and 6.5.0 on 6.5. The full Showcase and three focused examples use mouse-operated IMGUI. Input System is not required.CONTENTS AND RIGSRigging: Yes. 9 primary characters; 7 Humanoid rigs and 2 Generic rigs (Spectral Ghost and Hellhound).Animation count: 88 authored clips, sampled at 30 fps. Locomotion is in place; no root-motion set.3 optional runtime bone-pile death effects, separate from the 88-clip count.Number of prefabs: 25 total: 9 primary characters, 8 appearance variants, and 8 effect/prop prefabs. 9 Animator controllers.4 scenes: Showcase, 01_Customization, 02_CombatEvents, 03_SummonReuse.3 editable .blend scenes, source inventory, and Python FBX exporter in the bundled ZIP. Tested Blender 5.2.2 LTS; Blender is not required to use the Unity FBXs and prefabs.RENDERINGMaterial and texture-map types: stylized flat-color palette materials, with URP shader effects. No painted PBR texture-map set is included.Number of textures: 1 palette texture (CharacterPalette.png). Texture dimensions: 32 x 16 pixels. This is a color-cell palette, not a painted PBR map set or a one-material atlas.55 .mat assets (including examples) and 6 custom shader files. Material slots vary by prefab and active options.UV mapping: Yes, palette UVs on production color meshes; procedural UV/shader coordinates for effects. No painted texture map set.LOD information: 0 LOD groups; one base detail level per mesh, with no reduced-detail LOD meshes supplied. No secondary cloth or hair physics. Transparent ghost/flame effects add overdraw.Polygon counts are reported as triangles. Default visible geometry below excludes transient effects; all-option totals include hidden wardrobe/attachment choices and are not the triangles rendered simultaneously.Minimum default character polygon count: 5,356 triangles (Spectral Ghost).Maximum default character polygon count: 14,178 triangles (Necromancer).Largest all-option prefab total: 41,219 triangles (Necromancer, including hidden customization choices). These limits cover the nine primary character prefabs, not individual accessory or effect meshes.CHARACTER GEOMETRY AND CLIPSNecromancer: Humanoid; 14,178 visible triangles; 41,219 all-option triangles; 10 clips.Skeleton Warrior: Humanoid; 5,804 visible triangles; 5,804 all-option triangles; 11 clips.Spectral Ghost: Generic; 5,356 visible triangles; 5,356 all-option triangles; 6 clips.Skeleton Archer: Humanoid; 7,165 visible triangles; 7,205 all-option triangles; 10 clips.Undead Mage: Humanoid; 6,415 visible triangles; 6,415 all-option triangles; 10 clips.Zombie: Humanoid; 6,798 visible triangles; 6,798 all-option triangles; 10 clips.Gravebound Ogre: Humanoid; 8,294 visible triangles; 8,294 all-option triangles; 11 clips.Reaper: Humanoid; 8,199 visible triangles; 8,199 all-option triangles; 10 clips.Hellhound: Generic; 13,104 visible triangles; 13,104 all-option triangles; 10 clips.ANIMATION TYPE LIST / COVERAGENecromancer: Backpedal, Cast, Death, Hit, Idle, Run, StrafeLeft, StrafeRight, Summon, Walk.Skeleton Warrior: Attack, Backpedal, Block, Collapse, Emerge, Hit, Idle, Run, StrafeLeft, StrafeRight, Walk.Spectral Ghost: Despawn, Emerge, Flight, Float, Hit, Swoop.Skeleton Archer: Attack, Backpedal, Death, Emerge, Hit, Idle, Run, StrafeLeft, StrafeRight, Walk.Undead Mage: Attack, Backpedal, Death, Emerge, Hit, Idle, Run, StrafeLeft, StrafeRight, Walk.Zombie: Attack, Backpedal, Death, Emerge, Hit, Idle, Run, StrafeLeft, StrafeRight, Walk.Gravebound Ogre: Attack, Backpedal, Death, Emerge, Hit, Idle, Run, Slam, StrafeLeft, StrafeRight, Walk.Reaper: Attack, Backpedal, Death, Emerge, Hit, Idle, Run, StrafeLeft, StrafeRight, Walk.Hellhound: Attack, Backpedal, Death, Emerge, Hit, Idle, Run, StrafeLeft, StrafeRight, Walk.INTEGRATION NOTESUse the supplied prefabs and helper components for timed weapon poses and effects; raw clips alone do not reproduce every effect shown. Bone scatter is cosmetic, without rigidbodies, terrain collision, or gameplay damage. Source meshes and actions are editable, but the Unity shader effects and fitted/combined meshes require their Unity components. A raw FBX export does not regenerate the production prefabs. See the bundled source guide before replacing meshes.The supplied examples illustrate combat events and reuse; they do not include an enemy AI or navigation system. Performance depends on your scene, material slots, shadows, transparency, and crowd size; profile on your target hardware.KNOWN TEST DIAGNOSTICSUnity 2022.3 player builds emitted a URP terrain-detail shader loop-unroll warning. The Pixel 6 standalone APK logged a missing optional Google Play AssetPackManager class during Unity startup before testing; all recorded asset checks then passed. Play Asset Delivery is not required by this pack. The startup diagnostic cause has not been isolated. See the included guide for the exact tested scope.OpenAI Codex assisted with Blender scripts used to construct the models, rigs, and animations, and with Unity C# components, shaders, and documentation. Development included human-directed visual review and iterative changes to character shapes, clothing, hair, weapon grips, animation poses and timing, and effects. The resulting assets were optimized, integrated into Unity prefabs and example scenes, and checked with Asset Store validation and Unity compatibility testing.




