Android
A smooth faceless android about 1.75 m tall that walks like a person: a polished shell body with dark panel seams at every joint, lighter armour panels, a dark visor band with two glowing eyes, audio discs where ears would be and a glowing core in the chest. Shell finish, eye colour, core and art style are knobs; eyes and core glow at night.
- Size
- 0.47 × 1.7 × 0.63 m
- Triangles
- 2,160
- Kit
- Sci-Fi Crew
Tune it
4 knobs: Style, Finish, Eyes, Core.
Specs
- Size
- 0.47 × 1.7 × 0.63 m width × height × depth
- Triangles
- 2,160 of 6,000
- Draw calls
- 1 one vertex-colour material
- Legs
- 2 2 gait groups
- Stride
- 55 cm duty factor 0.6
- Foot slide
- 0.00 mm limit 1 mm
- Walk clip
- 1.376 m/s at playback speed 1
- Moving parts
- 7 upperarm_L · rotate, forearm_L · rotate, upperarm_R · rotate, forearm_R · rotate, spine · rotate, chest · rotate, neck · rotate
- Knobs
- 4 3 presets
- Night lights
- 1 glow
Passed the validator: real scale, rests on y = 0, front faces +Z, deterministic, planted feet never slide past 1 mm.
Use it
Code for the specimen as it is set up above; it follows your knobs.
import { createAsset } from 'https://gaitkit.com/cdn/android.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
const android = createAsset();
scene.add(android); // rests on y = 0, front faces +Z
const gait = walker(android, { ground: (x, z) => terrainHeight(x, z) }); // or omit ground for a flat floor
let dist = 0;
renderer.setAnimationLoop(() => {
dist += speed * clock.getDelta();
android.position.z = dist;
gait.poseAt(dist); // feet stay planted, at any frame rate
renderer.render(scene, camera);
});import { useMemo, useRef } from 'react';
import { useFrame } from '@react-three/fiber';
import { createAsset } from 'https://gaitkit.com/cdn/android.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function Android({ speed = 1 }) {
const model = useMemo(() => createAsset(), []);
const gait = useMemo(() => walker(model), [model]);
const dist = useRef(0);
useFrame((_, dt) => {
dist.current += speed * dt;
model.position.z = dist.current;
gait.poseAt(dist.current); // feet stay planted, at any frame rate
});
return <primitive object={model} />;
}# Import android.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $Android/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 1.376 # Walk clip covers 1.376 m/s at 1x// Import android.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 1.376 // Walk clip covers 1.376 m/s at 1x
// Humanoid: the root node's extras.humanoid maps Unity bone names to nodes (Hips → body, Head → head …).Use the gaitkit MCP server: get_variant({ "id": "android", "want": "default look" })
then place the result and walk it with walker() so the feet stay planted.
# MCP endpoint
https://gaitkit.com/mcpKnobs
| Knob | Type | Values | Default | What it does |
|---|---|---|---|---|
style | choice | realistic stylized chibi blocky | realistic | Art style of the whole figure: realistic (about 7 heads, slender), stylized (5.5 heads, chunky game look), chibi (big head, 1.1 m) or blocky (voxel boxes). |
finish | choice | porcelain chrome graphite sand | porcelain | Shell finish: porcelain (glossy white, dark seams), chrome (silver-grey), graphite (near black) or sand (warm beige). |
eyes | choice | cyan amber red green | cyan | Colour of the glowing eyes and chest core: cyan, amber, red (menacing) or green. |
core | toggle | on / off | true | A round glowing power core in the middle of the chest. |
Presets: house synth {"finish":"porcelain","eyes":"cyan"} · rogue unit {"finish":"graphite","eyes":"red","core":false} · desert droid {"finish":"sand","eyes":"amber","style":"stylized"}
Files
| File | What |
|---|---|
| android.glb | GLB, default look · 228 KB |
| android.mjs | ES module, every knob live |
| android.obj | OBJ, static, no colour |
| android-params.json | knob schema, presets, night zones |
Licence
Use it in games, apps, renders and client work, commercially and without credit. Do not resell it as an asset or train a 3D generator on it. The full licence.