Gaitkit Open the lab
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.
Creature · Walks on 4 legs

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
Open in the lab Walk clip inside. The download carries the knobs you set here.

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.

JavaScript
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);
});

More in the docs; agents can fetch all of this through MCP.

Knobs

KnobTypeValuesDefaultWhat it does
coatchoicewhite grey palomino bay blackwhiteBody colour: white (the classic unicorn), grey, palomino (golden with a pale mane look), bay (red-brown), black (with violet eyes).
manechoicesilver gold rose sky rainbow inkgoldMane and tail colour, which also tints the horn: silver, gold, rose (pink), sky (pale blue), rainbow (every lock a different colour), ink (near-black).
horntoggleon / offtrueThe spiral horn on the forehead. Off = an ordinary (fantasy-styled) riding horse.
featherstoggleon / offtrueLong tufts of hair over the hooves, like a draught horse. Off = clean legs.
sizerange0.5 to 1.3, step 0.051Uniform 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

FileWhat
unicorn-horse.glbGLB, default look · 378 KB
unicorn-horse.mjsES module, every knob live
unicorn-horse.objOBJ, static, no colour
unicorn-horse-params.jsonknob 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.