Animated Monsters 2D Pixel Art
A collection of 46 animated pixel-art characters, with 468 animation clips, individual Animator Controllers, and ready-to-use character prefabs.
Submitted to the Unity Asset Store. The listing is awaiting approval and may not be accessible yet.
Quick start
- Import the package into your Unity project. The included demos were prepared and validated with Unity 6.3 LTS and URP 2D.
- Open
Assets/CloudedStudio/Animated Monsters 2D Pixel Art/Prefabs. - Drag a character prefab into your scene. Its SpriteRenderer and Animator are already connected to the character's sprites and controller.
- Press Play. The character starts in its default Idle or Flying Idle state.
- Use the character's clips and Animator states to connect animations to your own game logic.
Prefabs use the URP 2D Sprite-Lit-Default material. Include a 2D light in the scene. If using a different rendering setup, assign a compatible sprite material.
Package contents
| Folder | Contents |
|---|---|
Prefabs | 46 character prefabs, each with SpriteRenderer and Animator. |
Sprites/[Character] | Individual animation sprite sheets, imported and sliced as Multiple sprites. |
Sprites/[Character]/Animations | Animation clips and one Animator Controller for that character. |
Aseprite | Character source files with animation tags. |
Demo | The complete character gallery, individual animation viewer, and their supporting scripts. |
Animations
Clips are authored at 12 frames per second. The available actions vary by character: the collection includes Idle, locomotion, flying cycles, attacks, reactions, gestures, and death animations.
Continuous cycles have Loop Time enabled. One-off actions keep Loop Time disabled. The individual demo intentionally replays every selected action so it can be inspected repeatedly; it does not change the original clips' loop settings.
Controllers contain the corresponding animation states. Play a state through your Animator or add transitions that suit your project.
Pixel settings
- Sprite Mode: Multiple.
- Pixels Per Unit: 32.
- Filter Mode: Point.
- Pivot: Bottom Center.
- Frame cells: 64 × 64 or 128 × 128, depending on the character.
Keep Point filtering and use integer enlargement to retain crisp pixels. Avoid resizing individual characters to fill the same area: their original proportions and pixel density should remain consistent.
Demo scenes
AllMonstersIdle
Shows all 46 characters together, in an eight-column grid, playing their default looping Idle animations. The pixel-perfect camera applies the same integer enlargement to the whole collection.
MonsterShowcase
Browse one character at a time with Previous / Next or the arrow keys. Click an animation button to inspect it. The viewer uses a fixed 4× enlargement and reserves space for the character's actions.
Use Individual in the gallery to open the character viewer, and View all to return. Include both scenes in your build's scene list to enable this navigation in a player build.
The browser demo starts in the complete gallery. A desktop browser or a landscape viewport is recommended for the complete interface.