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Amazing work
4 months ago
Loudstank420on version 1.5
Stick man is exactly what i needed. I had a sprite based stickman and this is perfect for what i needed thank you.
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When the character(The blue one)is next to a wall and it has Wall slide module enabled, the character jumps higher than when it is not touching a wall
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Reply from publisher:
replied 4 months ago
Hey! That is more or less intentional, the wallslide has different gravity and friction settings than the regular jump. Both can be tuned to remove that feeling on the wallslide module
g
Powerful but has issues
5 months ago
gamecreatorc1on version 1.5
It's free so it's really hard to complain but I've had it fall through some colliders (3D) and it was bugging out when it got to an edge of a slope (I think it couldn't figure out if it should be falling or standing). It then snagged on a corner when I jumped on the edge.
It also threw me off at first that the character editor had different names for the same variables than the script did. For example: "walk force" in the inspector is called "character acceleration" in the editor.
I will add that this asset was last updated April 2020 and I'm on Unity 6.1 (6000.1.5f1) so it makes sense that things would break over time.
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The demo scenes feel like small fun games already :D
Just tested it shortly. Very well implemented, code well readable and documented with a great architecture made for extension. Will use this in my metroidvania. There is also a system that gives upgrades via pickups.
Has the best gamefeel of the premade solutions I saw and a lot of smartly implemented systems. It also thinks about ledgegrabs, coyote-time,...
There is a premade character in a mario/momentum based Parkour Style (the one with the cape), another one
Tried it in Unity 6.1.4f in the 2D URP Template, it needed a restart, to make the input system work.
For a good understanding reading the Readme and Updates file is definitely recommended.
Next step will be to try to make it work with 2D Colliders. The Capsule Controller is a specific class, which extends a superclass. So the system is prepared for solving this problem in an elegant way.
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Reply from publisher:
replied 7 months ago
Glad it's working out for you! 2D colliders might be tricky to achieve, best of luck
n
I liked
a year ago
nikitatkarzon version 1.5
Besides the fact that there are initially many abilities, there is also a very flexible ability system. oh my God, how I got high from this system) thank you!
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u
sdsdsafrrrtgeat
a year ago
unity_28D565B5ED8E10BA5570on version 1.5
ywtiohwlてゃlfんlてぃえg
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3
This pack is amazing. how does one change the sprite though?
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Reply from publisher:
replied 2 years ago
Hey! The sprites for the two 2D characters are in single files and split into clips. You can check the import settings for them. What you'll have to do is replace the sprite animator with a new one that references clips with the same names as the original sprite animator. This is how the different movement states know what animation to play. It might also be possible to just replace the sprite sheet file with your own sprite sheet file, and then re-edit the import settings for the clips.
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