Unity Lab / Tide Crab
Characters · Locomotion

Tide Crab

A tide-pool beach at golden hour: a crab that moves the way real crabs do. A/D (or the arrow keys) strafes it sideways along its own body axis — a real six-legged tripod wave gait, not a walk cycle turned on its side. W/S repositions up and down the beach to reach shells scattered off the sideways line. SPACE pinches a shell when it's in claw range. Every other character piece in this lab faces forward — a pony that walks and runs, a heron that strikes, an otter that swims nose-first, a snowman that hops, a wind-up robot that waddles, a beekeeper with a walk/run gait. This is the family's first sideways locomotion type.

AI concept painting
1 · AI concept
Concept prompt

A tide-pool beach at low golden-hour light: wet rippled sand catching warm reflected light, a few scattered seashells and a piece of bleached driftwood, a red-orange crab mid-skitter with both claws raised defensively, small tide pools reflecting the amber sky, gentle surf line in the soft-focus background, high-end stylized 3D game render, no text, no watermark, no UI

Blender studio render
2 · Blender render (code-modeled)
A/D skitters sideways · W/S repositions · SPACE pinches a shell in range Open fullscreen ↗
Made by AI, compiled by the real Unity 6 engine. Rigid-pivot animation throughout, deliberately not a skinned rig. Each of the six legs gets its own runtime-built hinge transform positioned at its measured hip marker (rather than the mesh's own local origin, which lives under the glb's own coordinate root, not the hip) — the leg segments are reparented onto that hinge with their world pose preserved, so rotating the hinge sweeps the whole leg naturally around its real attachment point. The six legs run a classic hexapod tripod gait, alternating in two groups of three, with the cycle speed following actual movement speed so the piece never looks frozen even before the player touches a key.