Farm Life Lite | Free Animated Low Poly Farm Animals | Chicken & Goat
Backrock Studios
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Two free rigged, animated low-poly farm animals, a laying hen and a dairy goat, in 6 breeds. One quad mesh each, a prefab per breed.Unity 6000.5 and newer. Built-in, URP and HDRP. Every material ships for all three: URP Lit in the Materials folders, plus Standard, URP Lit and HDRP Lit sets in RenderPipelines/. An editor script puts them on your project's pipeline, so nothing needs converting. Checked in clean Built-in, URP 17.5 and HDRP 17.5 projects.Two farm animals, free: a laying hen and a dairy goat, each rigged and animated, 6 breed variants in all.Each animal is one closed, game-ready quad mesh. The hen's comb, wattles, wings, legs and upright tail grow out of her body rather than being pushed into it; the goat's legs, ears, horns and tail grow out of hers, with an edge loop at every joint so the limbs bend cleanly.Breeds are real colourings, not tints. The hen comes as a White Leghorn, Rhode Island Red and Buff Orpington; the goat as a Saanen, Alpine and Toggenburg. Each breed is a 1024x1024 base colour map on the animal's one UV layout, so every variant shares its mesh, rig and clips.Every breed is a prefab. Drag one in and press Play: the Animator Controller is assigned and Idle plays. An AnimalCoat component on each prefab lists all of that animal's breeds, so one prefab can become any of them in the Inspector, or from code with SetCoat(index) or RandomCoat() for a mixed flock. It works unchanged in the Built-in pipeline, URP and HDRP.The hen has Idle, Walk, Fly and Peck, which tips her forward over planted feet until her beak meets the ground. The goat has Idle, Walk, Run, Eat and Death. Walking, every foot that bears weight stays where it was set down: the hen holds her head still and thrusts it forward with each step, and the goat's hooves stay planted through the walk and the gallop.Farm Life, the full pack, adds a rooster, chicks, ducks, geese, a turkey and a llama, with every breed of every animal, and farmyard props with a Farmyard scene. It installs over this one: the files share their paths, so everything here is updated in place.Key Features:- 2 animals, 6 breed variants, one prefab per variant- One closed all-quad mesh per animal (1232 to 1784 triangles), edge loops at every joint, 5-edge poles only where wings, legs, ears, horns, combs, wattles and tails join- Animations: Idle, Walk, Run, Fly, Eat, Peck and Death- AnimalCoat component: switch breeds in the Inspector or at runtime, SetCoat and RandomCoat- Works in Built-in, URP and HDRP with no conversion- Generic rig, 16 to 21 bones; the birds share one set of bone names and the four-legged animals another- Real-world scale in metres, facing +Z, Scale Factor 1- Showcase scene plus a demo scene per animalChicken: 616 quads, 1232 triangles, 2390 vertices in Unity, 16 bones, 0.60 x 0.47 x 0.53 mGoat: 892 quads, 1784 triangles, 3349 vertices in Unity, 21 bones, 0.42 x 1.13 x 1.49 mMeshes: 2, one per animalMaterials: 1 per animal, each for Built-in, URP and HDRPTextures: 6 base colour maps, 1024x1024 PNGPrefabs: 6, one per breedAnimation: 30 fps; Idle, Walk, Run, Fly, Eat, Peck loop; Death plays onceRig type: GenericUV channels: 1 per mesh, unwrapped, no overlapsRender pipelines: Built-in, URP, HDRPScripts: AnimalCoat (runtime), AnimalShowcase (demo only), in the Backrock.FarmLife assemblyLODs: NoneThis package is produced by a procedural pipeline written specifically for it. Hand-written Python describes each animal as data (cross-sections along the body, limb, ear, horn, comb, wattle and tail shapes) and lays down one closed quad mesh from it, declares every bone in the skeleton by name, authors every animation clip as explicit keyframes, and computes every breed's texture pixel by pixel from where that pixel sits on the animal. There is no randomness anywhere in the build: the same source produces the same meshes, rigs, clips and textures on every run.AI was used as a coding assistant. No AI or ML model produces or post-processes any shipped asset.


