2D Infinite Character Forge – Space Empire
2D Infinite Character Forge – Space Empire Edition generates animated pixel-art ... Built for sci-fi ... It includes: ... Six alien species, synthetic androids and four droid head types.
by Lucasoft Arts
Price History +
Package type: Editor tool + runtime library (procedural 2D pixel-art character generator). No pre-made sprite sheets: all character art is generated by C# code in the Editor or at runtime.
Generated images
- Frame size: 112×80 px by default (a 32×32 style canvas plus padding for animations; the style canvas can be set from 16 to 128 px). Hardsuit and power-armour characters get 8 px more in each direction (120×88).
- Characters are about 16–26 px tall; Large power armour is 29–30 px tall. The sprite pivot is at the feet, with 16 pixels per unit by default.
- Color depth: 32-bit RGBA (Texture2D RGBA32, point filtering, no mipmaps).
- Transparency: binary alpha on a fully transparent background. Partial alpha is used only on some light effects (energy-blade swing trails, heavy-weapon flashes and flames).
- Emission: a separate emission mask is rendered for every frame for use with Bloom. Lit pixels keep their colour and everything else is transparent.
- Export: PNG (integer scale 1–16×, with an optional _Emission.png), editable prefabs, baked animated prefabs (a sprite atlas per animation, with emission frames) and JSON presets.
Content
- 16 roles, 7 factions (each with a procedural 3×3 insignia) and 20 race variants in 10 families, including 6 alien presets, androids and droids. Seeds give unlimited variations.
- 16 weapons (8 energy guns, 5 energy/melee weapons, and 3 heavy weapons for power armour: Minigun, Flamethrower, Plasma Gun), 6 helmets with reflective visors in 6 tints, 5 life-support units, 3 shields, 4 armour/harness pieces, 2 capes, 5 side-armour pieces and 5 outfits.
- Armour frames: Hardsuit, and Power Armor as a Large size class (about 1.5× the height of a normal body at the same pixel size).
- Gear quality on 7 slots: 5 materials, 3 craft levels, condition 0–100 (grime, scorch marks, patches, tears, damage) and 7 grade presets.
- Zombie layer: 6 stages (Bitten → Skeleton) or a 0–100 progress slider. It works on every organic race and alien; androids and droids never turn.
- 21 animation slots: Idle, Walk, Run, Jump, Roll, Attack, Attack1, Attack2, Shoot, Reload, Block, Hurt, Die, Celebrate, Shamble, Lurch, Grab, Bite, Throw, KneelShoot, Hover (3–12 frames each).
- Included files: 94 C# scripts, 2 demo scenes, 2 emissive sprite shaders with materials, 7 documentation preview images, documentation (Markdown) and 52 EditMode tests.
Architecture
- A pure C# engine with no UnityEngine dependency, plus thin Unity components (PixelCharacterView, PixelCharacterAnimator, PixelCharacterEmission).
- Editor window, inspectors, prefab exporter and scene builders.
- Separate assembly definitions: Runtime, Editor, Samples, Tests.
- Main API:SpaceEmpireLibrary.Generate
CharacterAnimationRenderer.RenderFrame, which returns color and emission
PixelCharacterView setters: SetFaction / SetFrame / SetSpace / SetGrade / SetQuality / SetEquipment / SetZombieStage / SetZombieProgress
Animation events: ShootMoment, AttackMoment, ReloadMoment, ThrowMoment, AnimationCompleted - Characters are serialized as JSON-compatible data (CharacterDefinition).
Dependencies: None required. Optional: URP + Shader Graph for the included lit sprite shader, a post-processing Bloom effect for the glow, and the Unity Test Framework for the included EditMode tests.
Platforms: All Unity platforms (managed C# only, no native plugins). On WebGL, generation runs on the main thread; on other platforms the demo uses worker threads.
Limitations: Animations are visual poses only. Your game handles movement, projectiles, collision, damage, shields and energy. Effects (bolts, beams, plasma, muzzle flashes, thruster flames) are drawn into the sprite frames, not made with particle systems. Lights are pixel colours plus an emission mask, not Unity Light components. Gear quality is visual only. There are no vehicles, starships or animals.
Unity version: 2022.3 or newer (Built-in Render Pipeline and URP)
2D Infinite Character Forge – Space Empire Edition generates animated pixel-art characters for science-fiction games directly in Unity. There are no pre-made sprite sheets: every trooper, pilot, alien, android, droid and power-armoured soldier is drawn by C# code, in the Editor or live at runtime, so one seed gives a new character and any detail can be changed later.
Built for sci-fi
The package fits 2D space opera, galactic war, colony survival, boarding actions, sci-fi horror and zombie outbreaks on space stations. It works in action platformers, top-down and side-view shooters, tactics games, RPGs and roguelikes, or anywhere you need large numbers of small, readable characters. It includes:
- Sixteen roles, from Imperial troopers and praetorians to rebels, smugglers, bounty hunters, miners, medics, mystics and droids.
- Seven factions with their own colours, uniforms, lights and procedural insignia.
- Six alien species, synthetic androids and four droid head types.
Fully customizable
Everything is a parameter, editable in the Editor window or from code:
- Race and anatomy: body, head and face.
- Equipment: space helmets with reflective visors, life-support packs, armour pieces and capes, energy guns and blades, shields.
- Faction: paint, uniforms, lights and insignia.
- Armour frame: a Hardsuit, or Large Power Armor with its own heavy weapons.
- Gear quality: the same blaster can be a scorched, tape-wrapped salvage gun or a pristine Imperial issue. Material, craft and condition (grime, scorch marks, dents, blaster holes) can be set separately for each slot.
- Zombie layer: turns any organic character step by step from Bitten to bare Skeleton.
Lights are part of the character. Visor read-outs, power cores, android eyes, energy blades, bolts and thruster flames move with every animation and produce an emission mask for Bloom.
Animated and game-ready
- Twenty-one animation slots, including Idle, Walk, Run, Jump, Roll, melee attacks, Shoot, Reload, Block, Hurt, Die, Throw, Kneel Shoot, Hover and four zombie animations.
- Gameplay events for shots, hits, throws and reloads.
- Exports to PNG, editable prefabs, baked animated prefabs, or JSON presets that you can save and edit later.
Two demo scenes are included. The standoff demo zooms from two characters out to over 180, all generated live. The package comes with full editable C# source and no online services.