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: $15.99$1599. The latest store price is $15.99$1599, matching the lowest recorded price shown here.
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.View 2 recorded prices
Recorded standalone asset prices in USD
Sale start / price check
Price
Observation
$15.99$1599
Latest store price
$15.99$1599
Unity First Price 2026-06-20 2026-06-27
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
Tools, Systems & Learning > Development Tools & Automation
Pacemaker Humanoid Procedural Animation Creator is a powerful Unity editor tool that generates realistic Idle, Walk, Run and Strafe animations entirely through procedural parameters. Instead of relying on motion capture or external animation software, this tool allows developers to build high-quality humanoid animations directly inside the Unity Editor using intuitive sliders and real-time preview. The system drives Unity's Humanoid muscle system, ensuring the generated animation clips remain compatible with any humanoid avatar. Animations are generated mathematically using parametric motion curves, allowing precise control over movement characteristics such as body sway, leg swing, arm motion, breathing, head movement, and root motion. Developers can quickly iterate on animation styles, save reusable presets, and generate animation clips ready for use in gameplay systems such as locomotion controllers, AI characters, or prototypes. All settings have full tooltips explaining their usage. Key Features: Procedural Animation Generation generates humanoid animation clips entirely through procedural motion. Supported animation types: Idle, Walk/Run, Strafe/Turn (Left / Right). No external animation tools required. Real-Time Scene Preview allows preview animations directly on the character in the Scene view before generating clips. Preview modes include: Idle preview, Walk/Run preview, Strafe/Turn preview. This allows fast iteration when adjusting parameters. Parametric Motion Controls adjust detailed motion parameters for each body part: Head, Torso, Arms, Legs, Hands. Examples of adjustable parameters include: Pelvis bob, Spine lean and sway, Arm swing, Leg swing, Knee bend, Ankle lift, Wrist rotation, Finger curl and spread, Head movement and idle look behavior. Strafe Animation Support creates realistic lateral movement animations including: Directional strafing (Left / Right), Rotational turning (Left / Right), Lead and trailing leg motion, Natural body sway, Synced or individual arm movement, Optional root motion. The strafe system uses a lead-step and follow-step cycle to simulate natural sideways locomotion. Root Motion Support allows animations to optionally include root motion with control over root motion axis, root rotation, movement distance per cycle, and direction. Root motion is authored directly into the animation clip. Humanoid-Compatible Output ensures generated animation clips are written using Unity's Humanoid muscle system, ensuring compatibility with any Humanoid avatar, Mecanim animation controllers, and retargeting across characters. Animation Export Modes include multiple export options: Single clip, Split clips (Upper body, Lower body), Merged full-body clip. This allows flexible integration into animation systems and blend trees. Preset System allows saving and reusing animation configurations using ScriptableObject presets. Preset types: Idle Presets, Walk/Run Presets, Strafe/Turn Presets. Presets store all animation parameters and can be applied instantly to recreate or modify existing animation styles. Designed for Fast Iteration with a typical workflow: Adjust parameters, Preview animation in the scene, Generate animation clip, Use the clip in your Animator Controller.
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