30 distinct animated fantasy monsters with five actions each, Unity asset setup and an interactive gallery for inspecting every creature and animation.Build a varied fantasy bestiary with 30 distinct creatures: slimes, cave dwellers, undead, humanoid enemies, armored beasts and magical monsters. Each creature has its own silhouette; recolors are not counted as extra monsters.Each monster includes Idle, Move, Attack, Hurt and Death sequences with six source frames per action. Inspect individual creatures and actions in the included gallery: pause playback, step through frames, adjust speed, mirror the view and switch between dark, light and checker backgrounds.Copy the complete pack folder into Assets. The included editor setup uses per-frame bounds to create sprite slices, 150 AnimationClips, 30 AnimatorControllers, 30 prefabs and the gallery scene on first import. The source PNG pixels are preserved.One right-facing view per creature is supplied; horizontal flipping provides a mirrored left view. This is an art and animation preview pack, without combat AI, navigation, damage systems, audio or gameplay logic.Source files: 30 transparent PNG animation sheets.Source dimensions: 1374 x 1145, 1373 x 1145 or 1536 x 1024 pixels; original resolutions are preserved. These are pixel-style raster sheets, not native 32 x 32 textures.Animated: Yes.Actions: Idle, Move, Attack, Hurt, Death.Frames: 6 per action, 30 per monster, 900 source frames total.Unity setup: 150 clips, 30 controllers and 30 prefabs generated on import.Sprite setup: per-frame bounds, custom pivots and normalized pixels-per-unit.Filtering: Point; uncompressed; mipmaps disabled.Gallery: search, individual selection, action selection, play/pause, frame stepping, 1-18 fps, horizontal flip and three backgrounds.Documentation: English RTF user guide and installation instructions.Single view only; no four-direction animation.Unity version/render pipeline compatibility must be confirmed by import and playback testing before submission.OpenAI image generation was used to create the original monster animation sheets. Code analyzes per-frame bounds and supplies Unity import settings, animation asset generation and the inspection gallery. Source image pixels are preserved; overlapping frame layouts were regenerated before packaging.




