In my experience building third-person action games, character assets either look incredible but lack functional combat setups, or they include decent controllers with poorly optimized 3D geometry. The CombatGirls_GreatSwordCharacterPack sits in a very sweet spot for developers looking to build stylized, fast-paced action titles without sinking weeks into rigging and mesh preparation.
Architecturally, this pack provides rigged 3D female combat characters designed around heavy-weapon archetypes. The meshes utilize a modular material layout, allowing you to easily split character bodies, outfits, and the heavy greatswords into distinct rendering layers. The bone hierarchy is built directly on the standard Humanoid Avatar structure, meaning you can swap in custom animation sets or re-target external clips from Mecanim without tweaking pivot offsets or breaking shoulder deformations.
The mesh geometry stays well within optimal mobile and desktop poly-counts while retaining crisp, stylized silhouettes. Out of the box, the models feature fully mapped facial blendshapes for basic emotional expressions during combat or dialogue triggers.
Here is the key takeaway: because the custom shaders rely on Unity's modern SRP light loops, upgrading the visual stack to fit your project's custom lighting environment requires almost zero custom HLSL rewrites.
Honestly, while the title suggests a specific theme, the technical setup makes this package flexible for several fast-paced game types:
Integrating these character models into an existing third-person framework (such as Kinematic Character Controller or Game Creator) is straightforward. Follow these steps to set up hit detection hooks on the greatsword using Animation Events.
Ensure the character asset model file is set to Humanoid in the Animation Import Settings. Verify that the weapon bone or socket object is parented under the character's right hand transform.
Attach the following lightweight controller script to your character GameObject. This script listens for Animation Events placed directly on your attack animation clips to toggle sword colliders and trail renderers on and off precisely during damage frames.
using UnityEngine;
namespace CombatGirls.Setup
{
public class GreatswordHitboxController : MonoBehaviour
{
[Header("Weapon References")]
[SerializeField] private Collider swordCollider;
[SerializeField] private TrailRenderer swordTrail;
private void Awake()
{
// Ensure weapon collision is toggled off by default
if (swordCollider != null)
{
swordCollider.enabled = false;
}
if (swordTrail != null)
{
swordTrail.emitting = false;
}
}
// Triggered via Unity Animation Event at the start of active hit frames
public void OnAttackHitStart()
{
if (swordCollider != null) swordCollider.enabled = true;
if (swordTrail != null) swordTrail.emitting = true;
}
// Triggered via Unity Animation Event at the end of active hit frames
public void OnAttackHitEnd()
{
if (swordCollider != null) swordCollider.enabled = false;
if (swordTrail != null) swordTrail.emitting = false;
}
}
}
| Category | 3D / Characters |
|---|---|
| Latest Version | v1.3.1 |
| File Size | 170.74 MB |
| Added to Platform | August 24, 2026 |
| Views | 5 views |
| Downloads | 4 downloads |
| Favourites | 1 favourites |
| Official Store | Buy Original License on Unity Asset Store → |
| Issue with Package? | Report Broken Link → |