Thank you for letting me know, I'll see if I can recreate it and if so I'll upload a fix asap.
SmallScaleInt
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You are correct, the visual style differ somewhat between the character pack 1 and the fantasy creator. The character pack 1 was my first ever asset and my style has evolved since then. I still think they can work together depending on your project but it os all a matter of taste. I don't have any current plan on releasing a HD character creator, but I will look into it.
If you purchase the asset through the Unity Asset Store, it includes an example scene that demonstrates the tiles and zombie characters in action. The scene uses standard Unity animators and no additional performance optimization has been applied.
The example scene is not intended to function as a game template. Its only purpose is to showcase the graphics. It does not include pathfinding, and no performance testing has been done on the scene.
For best performance in an actual project, I recommend creating your own animator setup and writing your own gameplay code around the characters, tailored to your specific needs.
Thanks again for taking the time to share such detailed thoughts — I really appreciate it. A new pack is already in the works, though I’m not ready to reveal which one just yet.
Regarding the pro creator, you’re right that it’s a big project, and I’m approaching it carefully to make sure the workflow feels good for users. It’s still early in development, so a lot may evolve as things take shape, but your points about compatibility, presets, and workflow consistency are definitely noted.
I’m glad to hear the legacy packs are still useful for you, and I’ll keep your suggestions in mind as I continue improving both the existing content and whatever comes next.
Thank you so much for taking the time to write all this — detailed feedback like this is incredibly valuable and honestly pretty rare to get. I really appreciate it. A lot of what you mention makes perfect sense, and several points line up with things I’ve been wanting to improve myself.
Regarding animations: this is by far the most common request I receive, and I completely understand why. The challenge is that the current creators are built entirely around pre‑rendered spritesheets. Adding even a single new animation means re‑rendering every combination of body type, gear, and weapon, which quickly explodes into hundreds of new sheets. That also increases the overall package size quite a bit, so I have to be very selective about which animations I add. But your notes about heavy‑weapon firing and directional movement are good — I’ll take a closer look at what’s feasible without blowing up the workflow.
Your UI and QoL suggestions are all solid. Things like listing the number‑key animations, improving the preview behavior, dropdowns for faster navigation, and grouping labels/buttons more logically are exactly the kind of refinements that make the creators nicer to use. I’ve added these to my internal list and will see what I can include in upcoming updates.
For the weapon icons: the only way to access them is through the Unity package included with the product. If you open it in Unity, you’ll find all the source files there, including the icons, and you’re free to use them however you like.
About the Pro version: this would be something completely different from the two current creators — more of a standalone tool rather than a preset‑driven generator. The idea is to let users create their own animations, adjust rigs, customize characters at a much deeper level, and generally have far more flexibility than what’s possible in the current system. It will also come with a steeper learning curve because of that freedom.
I’m also exploring support for additional viewpoints, including true top‑down and sidescroller perspectives, all within the same Pro creator. It would not reuse the same gear, designs, or character sets from the existing creators — it’s essentially a new ecosystem built for people who want full control rather than a quick workflow.
Because of that, I still think the current lightweight creators have an important place for users who want something simple, fast, and ready to use. The pro creator Is still early in development, and I’m working on updates for the current creators and assets at the same time, so the timeline for all of this is still very uncertain.
Thanks again for such thoughtful feedback. It really helps me shape the direction of these tools, and I’m glad you’re getting good use out of them!
Im actually leaning on removing the 180 turn because it's very hard to make it sync with the other animations and to be honest I don't think it's a necessary animation, turning the character looks good without it (it's not being used in the video for example) and most similar packs doesn't have it. But we'll see, I'll look into it a bit more first.
Hi! The character pack you’re referring to wasn’t created with the Character Creator. It’s a custom-made pack with pre‑built characters and a large set of animations — including several that aren’t part of Character Creator 2D Fantasy. You can find the full list of included animations on each pack’s page for more details.
I’ll add the Roll animation to the wishlist, and there’s a chance it may be included in a future update.
Thanks, very good feedback! Im currently planning a pro version of the character creator that would allow more freedom for the user to modify the character. This would include changing to higher resolutions and changing the character scale. Im early in the development so feedback like this is valuable.
No problem. Regarding the trees, yes in the video these are Script based, which I would recommend for tree Shadows in general. If you want to use sprites simply rotate a tree 90 degrees and add a black overlay with some transparency. Scale and deform the sprite if necessary. All other Shadow tiles are mainly for walls but can be used as sprite colliers aswell!















