Render vast, endless crowds at peak FPS with Unity DOTS & GPU Skinning. Zero-allocation, SIMD architecture ensures zero CPU overhead. Perfect for massive armies and swarms in URP.Render Pipelines:✔️ URP 14.0+❌ HDRP & Built-in NOT supported.DOTS/ECS Only:Does NOT use GameObjects at runtime. Requires:• Entities 1.4.5+• Entities Graphics 1.4.18+• Burst 1.8.27+LITE Limits:• Linear Blend Skinning only.• Instant animation snapping.• No Root Motion, Sockets, or LOD generation.Render massive crowds without melting your CPU! GPU Animation Entities LITE is a hardcore, performance-first animation system built strictly for Unity DOTS/ECS and the Universal Render Pipeline (URP).By baking skeletal data into highly optimized BlobAssets and performing matrix skinning directly inside the Vertex Shader, this asset allows you to bypass traditional Animator overhead completely.🚀 Under the Hood (New AAA Architecture):SIMD-Vectorized State Machine: Animation logic is fully branchless, allowing the Burst compiler to process transitions for multiple entities simultaneously using AVX instructions.Double Buffering: Zero Main Thread stalls. The CPU calculates the next frame asynchronously while the GPU renders the current one.DOTS Instancing Ready: Fully compatible with Unity's Entities.Graphics batching. Render vast, endless crowds in just a few Draw Calls.Perfect for:Swarm-survival games (Vampire Survivors-like)Massive RTS & Grand Strategy gamesCity builders and factory simulators🎨 Customizable & Easy to Use:Includes out-of-the-box Shader Graph templates (Lit/Unlit). Add dissolve effects, cel-shaded outlines, or custom emission logic to your animated crowds in seconds. Just drag your standard GameObject into the custom Editor Window, click "Bake", and receive a fully configured DOTS Prefab ready to be spawned via ECS.⚠️ LITE VERSION LIMITATIONS:This is a free version designed for testing performance and building simple projects. It includes:Linear Blend Skinning (LBS) only.Instant animation snapping (no crossfading).👑 UPGRADE TO PRO:Need more features for a full-scale commercial game? Check out GPU Animation Entities PRO to unlock:Dual Quaternion Skinning (DQS): Prevent mesh volume loss ("candy wrapper" effect) on joints.Smooth Crossfading: Seamlessly blend between animation states (e.g., Idle to Run).True Root Motion: Drive entity transforms directly from animation data.Zero-Latency Sockets: Attach weapons, armor, or items to specific bones perfectly in sync.Tick Rate Optimization: Dynamically reduce animation update frequency for distant units to save even more CPU time.Key Features (LITE):ECS-Native Performance: Fully Burst-compiled systems with zero-allocation runtime using BlobAssets.GPU Skinning: Linear Blend Skinning (LBS) calculated efficiently in the Vertex Shader.Automated Baker: Custom UI Toolkit window to convert standard GameObjects into DOTS Prefabs in one click.Shader Graph Integration: Includes a custom SnivelerAnimationNode SubGraph and ready-to-use Lit/Unlit templates.Frustum Culling: Fully integrated with Unity's WorldRenderBounds for optimal rendering performance.Requirements:Unity 2022.2+ (Unity 6 Supported)Universal Render Pipeline (URP 14.0+)Entities 1.4.5+Entities Graphics 1.4.18+Burst 1.8.27+Note: HDRP and Built-in Render Pipeline are not supported. This asset relies strictly on the ECS paradigm and does not use GameObjects for runtime rendering.Artificial Intelligence tools were utilized to assist in the preparation and presentation of this package. Specifically, AI was used for the following aspects:Store Description: AI language models assisted in drafting, refining, and formatting the marketing copy, including the package summary and feature descriptions for the Asset Store page.Documentation: AI was used to help structure, proofread, and write the technical documentation (README and PDF guides) to ensure the instructions are clear, professional, and easy for users to understand.(Note: The core C# codebase, ECS architecture, and DOTS integration were developed manually without AI generation).




