Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $7.50. The latest store price is $15.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $15 | Latest store price | |
| $15 | Unity First Price 2026-09-30 2026-09-30 | |
| $7.50 | Unity New Release Discount 2026-09-30 2026-10-07 | |
| $7.50 | Unity New Release Discount 2026-09-30 2026-10-07 |
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Animation Library for Game Creator 2
- Tools, Systems & Learning > Development Tools & Automation
Animation Library for Game Creator 2 provides a flexible way to organize and play character animations without filling your visual scripting logic with character-specific conditions.
Instead of checking which character is performing an action and manually selecting the correct State or Gesture, you can define a common animation vocabulary using reusable libraries. Your game logic simply asks for an animation by meaning, while each character's library decides which actual animation should be played.
For example, your gameplay logic can use a single "walk" instruction for every character. A humanoid character can map "walk" to a human walking animation, while an animal can map the same "walk" tag to its own quadruped movement animation. The instruction remains exactly the same—the active animation library provides the appropriate result.
This keeps gameplay logic independent from character-specific animation assets and makes systems much easier to reuse across different characters, creatures, costumes, equipment sets, or animation styles.
Animation Library also supports multiple animation variations, random state selection, Animator layers, tag-based lookup, enter and exit Game Creator instructions, and runtime library swapping. This makes it possible to build a centralized animation workflow where your gameplay systems describe what a character should do, rather than needing to know how every individual character should animate it.
Instead of checking which character is performing an action and manually selecting the correct State or Gesture, you can define a common animation vocabulary using reusable libraries. Your game logic simply asks for an animation by meaning, while each character's library decides which actual animation should be played.
For example, your gameplay logic can use a single "walk" instruction for every character. A humanoid character can map "walk" to a human walking animation, while an animal can map the same "walk" tag to its own quadruped movement animation. The instruction remains exactly the same—the active animation library provides the appropriate result.
This keeps gameplay logic independent from character-specific animation assets and makes systems much easier to reuse across different characters, creatures, costumes, equipment sets, or animation styles.
Animation Library also supports multiple animation variations, random state selection, Animator layers, tag-based lookup, enter and exit Game Creator instructions, and runtime library swapping. This makes it possible to build a centralized animation workflow where your gameplay systems describe what a character should do, rather than needing to know how every individual character should animate it.