Unicorn Horse
A riding-horse-sized fantasy horse, 1.6 m at the shoulder, with a long flowing mane and tail and a spiral horn (switch the horn off for a plain horse). Walks with a four-beat lateral gait: front knees bend forward, hind hocks bend back, hooves stay flat; the head nods and the tail swings. The horn glows at night.
- Size
- 0.93 × 2.8 × 2.9 m
- Triangles
- 2,780
Tune it
5 knobs: Coat, Mane, Horn, Feathering, Size.
Specs
- Size
- 0.93 × 2.8 × 2.9 m width × height × depth
- Triangles
- 2,780 of 6,000
- Draw calls
- 1 one vertex-colour material
- Legs
- 4 2 gait groups
- Stride
- 55 cm duty factor 0.7
- Foot slide
- 0.00 mm limit 1 mm
- Walk clip
- 1.375 m/s at playback speed 1
- Moving parts
- 2 neck · rotate, tail · rotate
- Knobs
- 5 3 presets
- Night lights
- 1 horn
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/unicorn-horse.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
const unicornHorse = createAsset();
scene.add(unicornHorse); // rests on y = 0, front faces +Z
const gait = walker(unicornHorse, { ground: (x, z) => terrainHeight(x, z) }); // or omit ground for a flat floor
let dist = 0;
renderer.setAnimationLoop(() => {
dist += speed * clock.getDelta();
unicornHorse.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/unicorn-horse.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function UnicornHorse({ 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 unicorn-horse.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $UnicornHorse/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 1.375 # Walk clip covers 1.375 m/s at 1x// Import unicorn-horse.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 1.375 // Walk clip covers 1.375 m/s at 1xUse the gaitkit MCP server: get_variant({ "id": "unicorn-horse", "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 |
|---|---|---|---|---|
coat | choice | white grey palomino bay black | white | Body colour: white (the classic unicorn), grey, palomino (golden with a pale mane look), bay (red-brown), black (with violet eyes). |
mane | choice | silver gold rose sky rainbow ink | gold | Mane and tail colour, which also tints the horn: silver, gold, rose (pink), sky (pale blue), rainbow (every lock a different colour), ink (near-black). |
horn | toggle | on / off | true | The spiral horn on the forehead. Off = an ordinary (fantasy-styled) riding horse. |
feathers | toggle | on / off | true | Long tufts of hair over the hooves, like a draught horse. Off = clean legs. |
size | range | 0.5 to 1.3, step 0.05 | 1 | Uniform scale. 1 is 1.6 m at the shoulder; 0.6 is a pony or a foal; 1.3 is a big war horse. |
Presets: rainbow unicorn {"coat":"white","mane":"rainbow"} · night mare {"coat":"black","mane":"ink","feathers":true} · golden pony {"coat":"palomino","mane":"gold","horn":false,"size":0.6}
Files
| File | What |
|---|---|
| unicorn-horse.glb | GLB, default look · 378 KB |
| unicorn-horse.mjs | ES module, every knob live |
| unicorn-horse.obj | OBJ, static, no colour |
| unicorn-horse-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.