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. The latest store price is $7, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $7 | Latest store price | |
| $7 | Unity First Price 2026-11-06 2026-11-06 |
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.
About Procedural Death Hands
Adding Rigidbody joints to every finger can increase physics solver work, especially when many characters are active. Static or rigidly posed hands can also look stiff during a fall. Procedural Death Hands drives finger-bone transforms with varied, ragdoll-aware motion, adding more lifelike hand behavior without a separate physics joint on every finger. This can be a more scalable option for large crowds even hundreds of characters though performance depends on the rig, scene, and hardware.
Choose from five built-in motions: Relax Open, Slow Curl, Grip Release, Twitch Then Relax, and Clench Then Loosen. Custom curl and twitch curves are also supported. Per-finger timing and variation, sparse twitch events, and ragdoll-aware response let each hand move with the fall instead of behaving as a single rigid pose. Tune spread, inertia, gravity response, force influence, settling, smoothing, and joint limits for your rig. The demo controller can give each hand a different grip.
Bind fingers from a Humanoid Avatar with the included binder, or assign the bone transforms directly. The package includes the runtime animator and binder, a demo scene with a sample humanoid, and setup and integration guides. Finger motion requires mapped finger bones, results depend on the rig and local-axis calibration.