Crowd Cheer System
Rated 0.0/5 from 1 ratings on Unity.
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: $8.99. The latest store price is $9.99.
View 6 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $9.99 | Latest store price | |
| $9.99 | Unity Permanent Decrease 2026-08-05 2026-08-12 | |
| $14.99 | Unity Permanent Increase 2026-07-30 2026-08-06 | |
| $11.90 | Unity Permanent Decrease 2026-07-07 2026-07-14 | |
| $18.90 | Unity Permanent Increase 2026-06-30 2026-07-07 | |
| $8.99 | Unity First Price 2026-06-20 2026-06-27 |
Sale and bundle history
The 5 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Crowd Cheer System
Perfect for stadiums, concerts, arenas, sports games, and any scene where you need a lively crowd without killing performance on mobile and VR.
How it works:
A sprite atlas with character variants (columns) and animation frames (rows) is tiled across a flat mesh. The shader automatically randomizes appearance, animation phase, and orientation per tile every character looks unique with zero CPU overhead.
Key Features:
- 100% GPU — no scripts required, no per-character GameObjects
- Sprite atlas animation — up to 16 character variants x 8 animation frames
- La Ola / Mexican Wave — configurable stadium wave with direction, speed, width, and pose controls
- Crowd density — dynamically control how full the stadium is (0–100%)
- Distance fade — automatic LOD, clips distant characters to save fillrate
- Random flip X — doubles visual variety at zero cost
- Color tint + per-character variation — team colors, lighting moods, natural diversity
- UV tiling & offset — control how many characters appear per mesh
- World-space randomization — duplicate meshes automatically look different
- URP lighting — responds to ambient SH + main directional light
- VR-ready — full Single Pass Instanced stereo support
- GPU Instancing — supported out of the box
- Alpha cutout — ZWrite On, no transparency sorting issues