Rust Monsters 30 – Animated Machine Creatures
All pack-specific files use the RustMonsters30 prefix. ... A left-facing view can be mirrored. ... Movement controllers, combat AI, navigation, physics simulation, audio and gameplay systems ...
by Knock
Price History +
Source sheets: 30 transparent PNGs, each 1374 x 1145 pixels.
30 transparent PNG sprite sheets. Six columns × five rows per sheet: Idle, Move, Attack, Hurt, Death. Six source frames per action; 150 sequences and 900 source frames total. Original source dimensions are preserved and documented in the included bounds manifest.
Unity setup uses Point filtering, uncompressed textures, no mipmaps and per-creature pixels-per-unit values. On first import it generates 150 clips at 8 fps, 30 controllers, 30 prefabs and one interactive gallery scene. Idle and Move loop; other clips play once. Controllers have five named states and no transitions.
Editor and runtime scripts use the Knock.RustMonsters30 namespace. All pack-specific files use the RustMonsters30 prefix. Optional direct sprite playback component, offline HTML preview and English RTF documentation included. Unity editor import/playback and Asset Store Validator must be checked in the target project.
Populate an abandoned factory, scrap yard or industrial ruin with 30 distinct original machines: scrap golems, scout drones, walking turrets, steam brutes, mechanical beasts and reactor constructs. Each machine includes Idle, Move, Attack, Hurt and Death sequences with six source frames per action. Death represents destruction or deactivation with visible remains.
The included Unity editor setup slices the sheets and generates 150 animation clips, 30 AnimatorControllers, 30 prefabs and a product showcase scene on first import. The gallery provides individual creature enlargement, action selection, play/pause, frame stepping, playback speed, horizontal flip and background selection. An offline HTML preview and English user guide are included.
This is a single right-facing side-view art pack. A left-facing view can be mirrored. Source raster dimensions are preserved; the sheets are pixel-style artwork, not native 32×32 assets. Movement controllers, combat AI, navigation, physics simulation, audio and gameplay systems are not included.