Crowd Simulation System

by [email protected]

Crowd Simulation System is a high quality simulation system that is intended to add lively and visceral crowds to your scenes that you can control! It runs very well and looks great too!

For more detail this asset from the Unity Asset Store: Click Here

This is a paid asset, but now you can download the “Crowd Simulation System” for FREEPlease keep in mind that this package is provided only for learning purposes or to test before buying the product, NOT FOR COMMERCIAL PURPOSES.

Crowd Simulation System v1.3

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Crowd Simulation System is a high quality simulation system that is intended to add lively and visceral crowds to your scenes!

– There are 10 different humanoids to add to your crowd each with a variety of clothing options. This allows for over 30 different looking people in your unique crowds!

– Includes a stand to put your humanoids on!

– Humanoids come with 4 animations each. These are – Idle, clapping, waving and cheering. These animations make the crowd look lively and realistic.

– Includes a script that you can call functions from to make the crowd react differently to situations.

– Prefabs are set up for each model.

– Includes a pre-made scene.

– Great performance.

Post release additions :

– Added two unique 2D crowd assets to help performance for mobile devices or as distant crowds for PC projects! These have the same animations as the 3D ones and switching between them is easy!

– Completely reworked all 3D and 2D crowd assets, making them much higher quality and more performant.

– Added LOD’s to the crowd assets to make them switch between 2D and 3D variants automatically at runtime.

For support email me at : [email protected]

My studio website :

Technical details
Number of textures per model: 4-5
Texture dimensions per model: 256-1024

Average Polygon count: +- 500

Number of meshes/prefabs: 21

UV mapping: Yes

LOD information (count, number of levels): 2 LODS per Gameobject

Types of materials and texture maps : Diffuse, Normal, Filtered Normal, Ambient Occlusion

 

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