GPU Animation Entities PRO
Render 10,000+ animated units at max FPS! A strict DOTS/ECS GPU animation system for URP featuring Zero-Latency Weapon Sockets, Shader Graph support, Dual Quaternion Skinning, and automated baking.
by Sniveler Code
Price History +
The ultimate high-performance crowd animation system for Unity DOTS / ECS.
Render 10,000+ animated units at maximum FPS with zero CPU bottlenecks. Built specifically for the Universal Render Pipeline (URP), this asset bypasses traditional animation overhead by baking skeletal data into highly optimized BlobAssets and performing matrix/Dual Quaternion skinning directly inside the Vertex Shader.
Whether you are building a massive RTS, a factory automation game, or a swarm-survival (Vampire Survivors-like) project, GPU Animation Entities PRO provides AAA-level features without the complexity.
✨ WHY CHOOSE PRO?
⚔️ Zero-Latency Sockets (Attachments)
Unlike traditional GPU skinning where weapons lag by a frame, our Burst-compiled synchronous lookup allows you to attach swords, armor, or VFX to specific bones with frame-perfect precision.
🎨 Full Shader Graph Support
Don't limit yourself to basic shaders. We provide out-of-the-box Shader Graph templates. Add dissolve effects, cel-shaded outlines, or custom emission logic to your animated crowds in seconds.
🦾 Dual Quaternion Skinning (DQS)
Say goodbye to the "candy-wrapper" effect where joints lose volume during extreme bending. DQS preserves mesh volume, drastically improving the visual fidelity of stylized and low-poly characters.
⚙️ One-Click Automated Baking
No complex setup. Drag your standard Unity GameObject into our custom Editor Window, click "Bake", and receive a fully configured DOTS Prefab ready to be spawned via ECS.
🚶♂️ True Root Motion
Extract movement data directly from your animations. Our system applies Root Motion deltas synchronously, allowing your characters to move exactly as the animator intended, fully compatible with custom DOTS physics.
🚀 Extreme Performance & LODs
Built-in support for Unity's LODGroup. The system automatically drops bone influences (4 bones -> 2 bones -> 1 bone) and disables interpolation for distant units and shadow casters to save ALU instructions. Includes distance-based Tick-Rate optimization.
⚠️ IMPORTANT LIMITATIONS:
This asset relies strictly on the ECS paradigm. It does not use traditional GameObjects for runtime rendering. Because animations are baked for maximum performance, runtime IK (Inverse Kinematics) and physics-driven Ragdolls are not supported.