GPUAgents – Expressive Flocking System
GPU-based flocking and crowd simulation system for Unity URP using Compute Shaders and indirect instanced rendering.
by avonamal
Price History +
GPUAgents is a GPU-based flocking and crowd simulation system for Unity URP.
The system uses Compute Shaders and GPU indirect instancing to simulate and render large numbers of animated agents with minimal CPU overhead.
GPUAgents supports both Mesh and Skinned rendering modes.
The system can be used for fish schools, bird flocks, crowds, abstract motion systems and interactive scenes.
Create large animated flock systems without managing thousands of individual GameObjects or CPU-side animation updates for every agent.
GPUAgents includes real-time flock behavior controls, obstacle avoidance, target steering, procedural Flow motion and a preset workflow for building different movement styles.
The package is designed for expressive large-scale motion while remaining lightweight and easy to integrate into URP projects.
Main Features
• GPU-based boids simulation
• GPU indirect instancing
• Mesh and Skinned agent support
• Real-time flock behavior controls
• Cohesion and separation behavior
• Target steering
• Obstacle avoidance system
• Procedural Flow motion
• Preset workflow
Included Demo Scenes
• Mesh fish flock
• Skinned bird flock
• Crowd scene with obstacle avoidance
Documentation is included in the package.