3D infinite Character Foundry – Army Pack U.S.


Pick one of 22 ready-made roles: rifleman, automatic rifleman, machine gunner, ... Customize everything: ... Then there are the weapon, the off-hand item (binoculars, map case, field dressing, ...


by Lucasoft Arts


Price History +

Create infinite animated voxel U.S. Army soldiers with Procedural voxel character generator and animator.

Package type: Editor tool + runtime library (procedural 3D voxel character generator). No pre-made models or textures: every soldier is generated by C# code in the Editor or at runtime.


Models

  • Characters are about 46 voxels (about 1.9 m) tall at 24 voxels per metre; the pivot is at the feet
  • Live character: 5,300–12,200 triangles (about 7,800 on average), in up to 26 bone parts
  • Baked crowd character: 1,300–4,900 triangles (about 2,600 on average), merged into shared chunk meshes
  • Rigging: rigid voxel parts rotating at joints on a 26-bone hierarchy; no skinning
  • Surfaces: Contour (bevelled) or Cubes
  • Scenes and prefabs store only the character definition (a few kilobytes); meshes are built at load time

Textures and materials

  • One 288×1 palette texture per character (72 materials × 4 tones), point-filtered, generated at runtime; no UV maps
  • Standard (Built-in) or URP Lit material; pixel-width hull outline shader (Built-in and URP)

Content

  • 22 roles × 3 eras (World War II, Vietnam, Modern); unlimited variations from seeds
  • 11 races; 31 weapons plus the guidon; 8 uniforms; 6 footwear; 5 neckwear; 14 headgear + 4 helmet extras; 8 camouflage patterns; 8 load-bearing gear types; 7 packs; 5 off-hand items; 6 gear grades; 3 wear levels
  • Zombification (5 stages) and injury (4 stages), each set with one 0–100 slider
  • 64 animation slots: Idle, Walk, Jump, Die, Hurt, Block, Celebrate, Attack, Roll, Run, Cast, Attack1, Attack2, Shoot, Reload, Shamble, Lurch, Grab, Bite, Rise, Float, Phase, Draw, Burst, KneelFire, March, Salute, TipHat, Throw, Dig, Chop, Kneel, Sit, Play, GrenadeThrow, Crawl, Prone, ProneFire, Crouch, CrouchFire, Peek, Heal, Radio, HandSignal, GetUpBack, GetUpFront, WalkBack, StrafeLeft, StrafeRight, TurnLeft, TurnRight, Fall, Land, CrouchWalk, PickUp, Interact, ClimbLedge, Ladder, HurtBack, HurtLeft, HurtRight, RunningJump, RunningJumpRight, Swing
  • Included files: 42 C# scripts, 3 sample scenes, 1 shader, 1 material, 8 documentation preview images, documentation (README, User Guide, Catalog, API reference, changelog)

Architecture

  • Pure C# generator core (Runtime/Core) with no UnityEngine dependency, plus thin Unity components (VoxelCharacter, VoxelCrowd, VoxelRagdoll, VoxelCharacterController, VoxelPixelCamera)
  • Foundry editor window, prefab export, presets (ScriptableObject)
  • Separate assembly definitions: Runtime, Editor, Samples
  • Main API: VoxelCharacterGenerator.Generate, VoxelCharacter.SetDefinition / SetEra / SetCamouflage / SetRace / Play / SetAimTarget / GetMuzzle, VoxelCrowd.Add, VoxelRagdoll.Activate / GetUp. Events: AnimationEvent (Shoot, Reload, Release, Hit, Footstep …), AnimationCompleted
  • Characters are serialized as plain data (VoxelCharacterDefinition)
  • Animations are procedural clips played by the package’s own animator (not Mecanim)

Dependencies: None (the ragdoll and demo controller use Unity’s built-in Physics).
Render pipelines: Built-in and URP (Universal/Forward renderer). HDRP is not supported.
Platforms: All Unity platforms (managed C# only, no native plugins). On WebGL, crowds bake on the main thread within a per-frame budget.
Limitations: Muzzle flashes, tracers, smoke and other firing effects are not included; use the Shoot event and GetMuzzle to spawn your own. Baked crowd soldiers hold one pose. The character controller is a demo controller. No vehicles or animals.
Unity version: 2022.3 or newer

Create unlimited animated voxel soldiers of the U.S. Army in three eras: World War II, Vietnam and the modern day. Every soldier is a real 3D voxel model that reads like a pixel sprite. It turns freely, casts shadows and moves smoothly in any 3D scene. Every soldier is generated from a seed and can be edited completely, in the Unity Editor or at runtime. It suits top-down, isometric and third-person shooters, tactics and strategy games, war RPGs, squad and base-building games, and stylised or retro military projects.


Ready roles:
Pick one of 22 ready-made roles: rifleman, automatic rifleman, machine gunner, grenadier, anti-tank gunner, sniper, squad leader, officer, medic, radio operator, combat engineer, military police, tanker, artilleryman, aviator, paratrooper, ranger, Special Forces, recon scout, special operations, color guard and bugler. Then pick an era. The same rifleman wears olive drab wool and carries an M1 rifle in World War II, jungle fatigues and an M16 in Vietnam, and a camouflage combat uniform, plate carrier and M4 today. That makes 66 role-and-era loadouts, and one click re-dresses the same person for another era.


Customize everything:
You can change the person (race, height, build, body shape, head size, proportions, skin, hair and beard). You can also change the uniform, footwear, neckwear, the camouflage pattern (8, painted voxel by voxel, with a separate pattern for helmet covers and field hats), and 14 helmets, caps and hats. Helmets take extras: chin strap, night vision, headset and foliage. Then there are the weapon, the off-hand item (binoculars, map case, field dressing, radio handset, bugle), load-bearing gear, the pack, face paint and every colour. Six gear grades set the finish of weapons and helmets, and three wear levels take the uniform from fresh to battle-hardened.


Ready animations:
Soldiers come with 64 animation slots that work with every race and every loadout. Military ones include march, salute, kneel and fire, crouch and fire, prone and fire, low crawl, peek from cover, burst fire, grenade throw, first aid, radio, hand signals and digging. There are also walk, run, strafe and walk backwards, turns, jumps, rolls, ledge climb, ladder, falls, directional hits and get-ups. When both hands are busy, the long gun is slung. Aim at any point in the world, and the Shoot event gives you the muzzle position and direction for your own effects.


Ragdolls and crowds:
Knock a soldier down as a physics ragdoll and they get up again naturally. VoxelCrowd bakes thousands of soldiers on worker threads into a few shared meshes. The included Muster scene fills a parade ground with about 1,700 soldiers.


Weird War ready:
Eleven races serve in uniform: human, high elf, wood elf, night elf, dwarf, gnome, goblin, orc, uruk, merfolk and fishfolk. Every soldier can be wounded (bandages, a limp) or turned into a zombie in five stages with a shambling gait, all without losing their identity.


Includes:
Full editable C# source, a Foundry editor window, three sample scenes, a pixel camera and a pixel-width outline shader for the Built-in pipeline and URP. No online services are needed. Create soldiers in the scene, export prefabs or save presets.


All designs are original and generic. This product is not affiliated with or endorsed by the U.S. Army or the Department of Defense.