2D Infinite Character Forge – Superheroes
Poses are built from each character’s own body landmarks, so every animation fits every ... 14 powers with their own effects ... Fully customizable ... Every role default can be overridden.
by Lucasoft Arts
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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 (32×32 style canvas plus padding for animations, flight and power effects). Large characters and power armour use 120×88 px. The style canvas can be set from 16 to 128 px.
- Character height: Small about 14–19 px, Normal 16–25 px, Large 25–34 px, power armour 29–30 px. The sprite pivot is at the feet, and the default is 16 pixels per unit.
- Color depth: 32-bit RGBA (Texture2D RGBA32, point filtering, no mipmaps)
- Transparency: binary alpha (fully transparent background)
- Emission: a separate emission mask per frame (powers, glowing bodies, lit eyes, suit lights) for Bloom
- Export: PNG (integer scale 1–16×) with an optional _Emission.png, editable prefabs, baked animated prefabs (sprite atlas per animation, with or without the emission layer), JSON presets
Content
- 21 roles (11 heroes, 10 villains), 8 teams and 3 size classes (Small, Normal, Large); unlimited variations from seeds
- 14 powers, 3 beam sources (hands, eyes, chest), 3 flight styles, 5 elemental bodies (Fire, Ice, Stone, Energy, Shadow)
- 15 weapons, 13 masks/headgear types, 12 outfits, 8 costume patterns, 5 hero capes, 5 armor types, 5 back items, 3 shields, 12 emblem glyphs plus procedural emblems
- 20 race variants, androids, droids, power armour, prostheses, mutations, and 7 gear-quality grades with wear
- 25 animation slots: Idle, Walk, Run, Jump, Hurt, Die, Block, Celebrate, Attack, Roll, Reload, Attack1, Attack2, Shoot, Hover, Fly, Beam, Blast, Charge, Combo, Slam, Throw, SuperLanding, Dash, HeroPose (3–12 frames each)
- Included files: 93 C# scripts, 2 demo scenes, 2 emission shaders, 22 documentation preview images (15 animated GIFs), documentation (Markdown)
Architecture
- Pure C# engine (no UnityEngine dependency) and thin Unity components (PixelCharacterView, PixelCharacterAnimator, PixelCharacterEmission)
- Editor window with Color, Emission Mask and Glow preview, inspectors, prefab exporter
- Separate assembly definitions: Runtime, Editor, Samples, Tests
- Main API: HeroLibrary.Generate, CharacterAnimationRenderer.RenderFrame, PixelCharacterView.SetTeam / SetPower / SetElemental / SetSize / SetHero / SetGrade / SetFrame / SetEquipment, plus animation events (AttackMoment, ShootMoment, ReloadMoment, AnimationCompleted)
- Characters are serialized as JSON-compatible data (CharacterDefinition)
Dependencies: None required. Optional: URP + Shader Graph for the included lit sprite shader; a Bloom post-process (URP or Built-in) for the glow; 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, flight height, projectiles, collision and damage. Power effects (beams, blasts, auras, trails, shockwaves) are drawn into the sprite frames and the emission mask, not as particle systems or Light components. Hero animations are unarmed: weapons and shields are put away. No vehicles.
Unity version: 2022.3 or newer
2D Infinite Character Forge - Superheroes Edition generates animated pixel-art heroes and villains procedurally, in the editor or live at runtime. It can make an unlimited number of characters: caped paragons, speedsters, elementalists, sorcerers, psychics, street vigilantes, armoured guardians and titans, and against them overlords, masterminds, brutes, fiends, warlocks, henchmen, assassins, abominations, killer robots and alien invaders.
Built for superhero games
Every character has a size class, a power, a costume and a team. Characters come in three sizes at the same pixel scale: Small (about 0.75x, 14–19 px tall), Normal (16–25 px) and Large (about 1.5x, 25–34 px). Large is either a muscular brute body or a power-armour shell. Sprites are never scaled, so a Large character really is bigger than a Normal one in your scene.
25 animation slots, including 11 superhero animations
Hover, Fly, Beam, Blast, Charge, Combo, Slam, Throw, SuperLanding, Dash and HeroPose, plus Idle, Walk, Run, Jump, Hurt, Die, Block, Celebrate, Attack, Roll, Reload, Attack1, Attack2 and Shoot. Poses are built from each character’s own body landmarks, so every animation fits every size and body type. Capes hang at rest, stream in flight, rise in a fall and settle on landing.
14 powers with their own effects
Fire, Ice, Lightning, Earth, Energy, Cosmic, Plasma, Light, Telekinesis, Mystic, Shadow, Strength, Speed and None. Each power has its own beams, blasts, charge auras, flight trails, impact sparks, shockwaves and afterimages. Beams can come from the hands, the eyes or the chest. Powers, glowing bodies and lit eyes are written to an emission mask for Bloom.
Fully customizable
- 21 roles (11 heroes, 10 villains) and 8 teams that share an emblem, cape and light colours. Every role default can be overridden.
- Elemental bodies: fire, ice, stone, energy and shadow, with animated elemental hair.
- Costumes: hero suits, armoured suits, speedsuits and hoodies; 8 two-colour patterns; gloves, boots and trunks; 7 masks and helms with natural, white or glowing lenses; 5 cape styles; 12 original chest emblems plus procedurally generated ones.
- Hero gear: bo staff, mystic staff, throwing discs, baton, claw gauntlet and a round hero shield.
- Twenty race variants (humans, elves, dwarves, orcs, mutants, beastkin, six alien species), androids, droids, prostheses, mutations, and gear quality with wear and damage.
- All colours, layers and seeds can be edited in the editor window or through the runtime API (SetTeam, SetPower, SetElemental, SetSize, SetHero…).
Workflow
- Generate, preview and edit characters in a dedicated editor window, with Color, Emission Mask and Glow preview modes.
- Export PNG sprites with an _Emission.png layer, editable prefabs, baked animated prefabs and JSON presets.
- Or generate characters live at runtime. The included standoff demo builds more than 180 heroes and villains on a city street at night.
Included
Full editable C# source (no online service), emissive sprite shaders and materials, two sample scenes, EditMode tests, English documentation and an optional URP integration.
Suitable for superhero and villain platformers, beat ’em ups, brawlers, RPGs, tactics and auto-battlers, roguelikes, idle games, and comic-style action games. It is also useful for fast prototyping and for filling crowd scenes.
Original designs: every character, costume, mask, emblem and team was made for this asset. None reproduces a character or logo from any comic, film or game franchise.
Requires Unity 2022.3 or newer. Characters are small pixel sprites best displayed at integer zoom.