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Coming soon to the Unity Asset Store

Voxel City: Characters

Voxel townsfolk and the Character Creator that makes them. Start from one of 25 presets, pick from 232 pieces in 27 categories, shape one of 24 bodies, color it with hand-shaded ramps and generate a game-ready prefab in one click: one skinned mesh, one material and one draw call on a 21-bone Humanoid rig. The same creator runs in your game, so your players can make their own.

No animation clips are included: the characters play Humanoid clips, from Mixamo or your own, through your Animator Controller. The seven ready-made townsfolk come as one FBX each.

Store link coming soon See the gallery

At a glance

  • 7Townsfolk
  • 232Creator pieces
  • 24Bodies
  • 1Draw call

Voxel City: Characters is two things in one pack: seven ready-made voxel townsfolk (Townsman, Baker, Fisher, Gardener, Clerk, Elder and Youth), each one Humanoid FBX with its prefab, and the Character Creator, a Unity Editor window (Tools > Voxel Characters > Character Creator) that dresses, shapes and colors new townsfolk and writes each one out as a game-ready prefab.

Every piece fits every body. Pick eyes, brows, hair, hats, shirts, jackets, trousers, dresses, shoes, jewellery, bags and props from 232 pieces in 27 categories; choose female or male, one of four builds and three heights, then fine-tune the bust, waist, posture, shoulders and more. Colors are hand-shaded ramps (12 skin tones, 18 hair colors, 31 cloth colors and more) with 8 themes and 4 fabric patterns, and Randomise rolls a whole townsperson or one part, from a seed you can keep.

Generate writes a prefab, a mesh with its Humanoid Avatar, a material, a texture and a recipe of every choice, so you can reopen a character later and regenerate it in place. Each character is one skinned mesh with one material and one draw call, within a 950-quad budget, checked in 12 poses before it is written. The included in-game creator, a playable demo scene called the Fitting Room, runs the same catalog in a player with mouse, keyboard, touch or gamepad, and saves plain JSON.

  • Character Creator in the Editor: 27 categories, a live preview from four angles and three distances, undo and redo on every edit, presets and JSON export
  • One click, one prefab: prefab, mesh with a Humanoid Avatar, material, texture and recipe; regenerating keeps the GUIDs and your scene overrides
  • Game-ready: 1 skinned mesh, 1 material, 1 draw call, a 950-quad budget with a Fit button and a 12-pose validator
  • 21-bone Humanoid rig with Grip_R, Grip_L and HeadTop sockets; plays Humanoid clips such as Mixamo's through your Animator Controller
  • Randomise and crowds: roll everything or one part, keep the seed, set the variety and the theme, or generate a whole crowd at once
  • Your own items: add your own pieces, color variants and attachments to the catalog
  • In-game creator: the Fitting Room demo scene with photo mode, a register card and save slots, built on the VoxelCreatorSession API and UI Toolkit
  • A full manual in Markdown and PDF, with Mixamo recipes and an FAQ

Contents

7 townsfolk and a 232-piece creator

Ready-made townsfolk 7

One Humanoid FBX each, with its prefab, Avatar and material, ready for your Animator Controller. Townsman, Baker, Fisher, Gardener, Clerk, Elder, Youth.

Creator pieces 232

Pieces in 27 categories for the face, head, body, hands and accessories. Every piece fits every body and takes the colors you pick. Eyes (7), Brows (8), Nose (8), Mouth (7), Ears (4), Face details (11), Hair (33), Beard and moustache (11), Hats (18), Glasses (7), Shirts (17), Sleeves (7), Waistcoats and cardigans (4), Jackets and aprons (7), Neckwear (6), Trousers and skirts (14), Dresses (3), Socks (5), Shoes (12), Hands (4), Hand poses (2), Jewellery (8), Belts (7), Back and bags (3), Pinned (9), Right-hand props (6), Left-hand props (4).

Bodies 24

Female and male bodies in four builds and three heights (short, average and tall), with ten relief sliders on top: bust, belly, waist, hip flare, posture, shoulder slope, arm mass, leg mass, slim neck and soft jaw. Slim, Average, Broad, Heavy.

Hairstyles 33

Part of the 232 pieces: 23 short styles and 10 long ones that flow over the back and shoulders. Every hat sits on every hairstyle. Shoulder length, Long straight, Wavy, Curly, Ponytail, Braid, Two braids, Half up, Long with bangs, Long locs.

Color ramps 91

Hand-shaded ramps for each channel. Harmonise re-dresses a whole outfit in one of 8 themes (Classic town, Pastel spring, Seaside, Autumn, Bakery, Workwear, Uniforms and Night), and cloth takes 4 patterns: stripes, pinstripes, check and dots. Skin (12), Hair (18), Eyes (10), Lips (7), Cloth (31), Materials (13).

Presets 25

Ready-made looks to start from: open any of them, change everything and keep it as your own. 7 pack characters, 14 showcase looks, 4 starters.

Sample scenes 3

The seven townsfolk, a showcase of 20 generated characters, and the in-game creator. Demo_Characters, CreatorShowcase, Demo_InGameCreator (the Fitting Room).

Technical details

Specs

Characters7 ready-made townsfolk, one Humanoid FBX each with its prefab; the Character Creator makes as many more as you need
Rig21-bone Humanoid with an Avatar, plus Grip_R, Grip_L and HeadTop sockets
Mesh1 skinned mesh, 1 material and 1 draw call per character, rigid weights (one bone per vertex)
Triangles1,670 to 1,882 per pack character; the creator keeps every character within a 950-quad budget, 340 of them for the head
Scale6.25 cm voxels; an average adult is 27 voxels, about 1.69 m tall; 1 unit = 1 m
ShaderVoxelCharacters/Lit (URP)
TexturesA 1024 × 1024 atlas for the pack characters; each generated character gets its own 256 × 256 or 512 × 256 point-filtered texture
AnimationNo AnimationClips: the characters play Humanoid clips (Mixamo or your own) through your Animator Controller. VoxelCharacter sets Speed, WalkRate and IdleOffset, corrects the arms for foreign Humanoid clips and blinks the eyes
ScriptsC# source in the VoxelCharactersKit namespace: the runtime, the Character Creator and its validator, the in-game creator and the VoxelCreatorSession API
In-game creatorUI Toolkit; mouse, keyboard, touch and, with the Input System package, a gamepad; wide and portrait layouts; saves plain JSON
FBX exportOptional, with Unity's FBX Exporter package (com.unity.formats.fbx 5.1.0 or newer), which the pack never installs
DocumentationManual in Markdown and PDF, with Mixamo recipes and an FAQ
Made withUnity 6000.4.5f1 and URP 17.4.0

Compatibility

Render pipelines and animation

Universal Render Pipeline: required. The characters use the included VoxelCharacters/Lit shader.

Built-in and HDRP: not supported. The shader is written for URP, so in another pipeline the materials render pink.

Animation: no clips are included. The characters are standard Humanoids, so they play Mixamo clips or your own through an Animator Controller you make. Mixamo files are not part of the pack; you download them yourself under Adobe's terms.

Voxel City: not required. The townsfolk are made at the same scale as its streets, but the pack works on its own.

Limits: the voxel parts are rigid blocks, so hands, feet and jaws are solid, long hair does not swing, skirts stay short and there are no capes.

FAQ

Before you ask

Are animations included?

No. The characters are standard Unity Humanoids with a 21-bone rig and an Avatar, so they play Humanoid clips through an Animator Controller you set up: Mixamo clips, clips from other packs or your own. VoxelCharacter feeds Speed, WalkRate and IdleOffset to the Animator and blinks the eyes in code.

How do I use Mixamo clips?

Download the clips from Mixamo yourself (they are not part of the pack and come under Adobe's terms), set them to Humanoid in the import settings and add them to your Animator Controller. The manual walks through it step by step, with the import settings that keep the feet and arms right.

Can I make my own characters?

Yes, that is what the Character Creator is for. Open Tools > Voxel Characters > Character Creator, start from a preset or roll one, change anything and press Generate (Ctrl+G). The result is a normal prefab with its own mesh, Avatar, material and texture, plus a recipe you can reopen and regenerate.

Can players make characters in my game?

Yes. The in-game creator demo scene, the Fitting Room, runs the same catalog, rules and build in a player, with mouse, keyboard, touch and gamepad, and saves each character as plain JSON. Use it as it is, restyle it, or build your own menus on the VoxelCreatorSession API.

How heavy is a character?

One skinned mesh, one material and one draw call. The creator keeps every character within a 950-quad budget, and the seven pack characters are 1,670 to 1,882 triangles each.

Do I need Voxel City?

No. The pack stands alone and works in any URP project. The townsfolk are made at the same scale as Voxel City, so they fit its streets.

Can I add my own items?

Yes. Add your own pieces, color variants and attachments to the catalog. My items > Package my items writes them out as a .unitypackage or as one .vcitem.json file per item; the pack's own files are never included.

Does it work with the Built-in pipeline or HDRP?

No. The characters need the Universal Render Pipeline and the included VoxelCharacters/Lit shader.

Can I use the characters in a commercial game?

Yes. The pack is sold under the standard Unity Asset Store EULA, which allows use in commercial games, including the characters you make with the creator. It does not allow reselling or redistributing the assets themselves.

Was AI used to make this pack?

Yes, and the store listing will say so too. The voxel pieces and characters were built by an AI model (Anthropic Claude) that wrote modelling scripts for Blender; no text-to-3D or image-to-3D generator was used. The shader, the C# tools, the Character Creator, the in-game creator, the Unity prefabs and the manual were made by the same process. The publisher defined the characters and the catalog, made the production decisions and decides what is published. The images and videos on this page are renders of the pack in Unity; none was made with an AI image or video generator.

Pairs well with

Give them a town to live in

The townsfolk are made at the scale of Voxel City's streets and the Interiors' rooms. Each pack works on its own and is sold separately.

Voxel City site card: a voxel town at golden hour seen from above, with red roofs along a canal with sailing boats, a cathedral and forested hills behind. Coming soon

3D · Environments · Urban

Voxel City: Animated Town

A whole voxel town in 560 prefabs: row houses, shops, landmarks, a fairground, a harbor, a steam train and 264 facade decorations, with stylized water for seas, lakes and rivers. Wind, water, smoke and machinery move in the shader, and one line of C# turns day into night.

  • 560Prefabs
  • 264Decorations
  • 132Animated
  • 8Families
Voxel City: Interiors site card: a furnished voxel house seen from above with the walls cut away: a checkered hall with stairs, a kitchen, a dining room and a living room. Coming soon

3D · Props · Interior

Voxel City: Interiors

Furnished voxel interiors and Build Mode: 751 prefabs, 33 ready houses and shops, stairs, doors and windows. Build in the Editor, then walk through in first person, where doors, drawers, taps, fires and clocks work.

  • 751Prefabs
  • 33Houses
  • 465Pieces
  • 151Come alive

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