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The assets include 4 monsters (Gargoyle Drake, Bloodbug, Bloodborne Grub, Abyssal Skydwell), totaling 95 assets, 4 DEMO Scenes, 1 Plugin, 69 CUA Presets, and 3 Plugin Color Correction Presets.

Gargoyle Drak:5 forms (with 4 poses for each form), totaling 32 assets , 1 DEMO Scene, 32 CUA PresetsBloodbug:4 forms (with 2 poses for each form), totaling 21 assets , 1 DEMO Scene, 21 CUA PresetsBloodborne Grub: 2 monster (Bloodborne Grub) and 2 forms , totaling 28 assets , 1 DEMO Scene, and 28) CUA PresetsAbyssal Skydwell: 2 monster (Abyssal Skydwell) and 2 forms , totaling 14 assets , 1 DEMO Scene, and 14 CUA Presets, 3 Plugin Color Correction Presets

(V4) Notice

Please note that starting from this version, future updates will no longer use the "CUA/XPS Controllers.10" plugin. Instead, they will use the new plugin "BiologicalController" that I have written myself.

Currently, for testing purposes, Bloodborne Grub and Abyssal Skydwell require the latest "BiologicalController.1" plugin. Gargoyle Drak and Bloodbug will have their colliders optimized in the future, and after that optimization, they will also be changed to depend on the "BiologicalController" plugin.

Instructions(v3):

You can use the included DEMO scene to see which plugins are referenced by the model and what the correct plugin configuration should look like.

Add a CustomUnityAsset (CUA).

Load the asset bundle’s *.assetbundle file via the CustomUnityAsset, or directly load an asset preset from the Preset page. If you use the preset loading method, you can skip steps 3–5. If the asset does not appear after loading the preset, try reloading the preset once.

Add the included plugin "Monster_Asset_Pack_Controller.cs" to the CustomUnityAsset (CUA).

Add another plugin: CUA/XPS Controllers.10 (make sure you are using version 10).

Open the CUA/XPS Controllers UI, find the node in the Root Node whose name contains _Object, and then click Create Controllers to generate the controllers.

Enable Show Inactive Targets to display all inactive atom nodes, and then control the asset’s skeleton joints via these nodes.

Model disappears at certain angles:This is due to Unity’s mechanism: when moving away from the main camera, the model will be culled automatically to reduce performance load. You can prevent this by enabling the "Prevent Disappearance" function in the included plugin. However, this will keep your model always loaded and will increase hardware usage. It’s generally recommended to enable this function only if you occasionally encounter this issue.

Download:Via Discord (HEMAO-UnityAsset) > Exclusive > Download the corresponding numbered asset.

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