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.This asset requires URP 14.0 or higher. To ensure meshes are rendered correctly, you MUST enable "SRP Batcher" and "DOTS Instancing" in your active URP Asset settings. Custom shaders must be created using Shader Graph with the "Support DOTS Instancing" target enabled.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 SupportDon'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 BakingNo 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 MotionExtract 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 & LODsBuilt-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.Requirements:Unity 2022.2+ (Unity 6 Supported)URP 14.0+com.unity.entities (1.4.5+)com.unity.entities.graphics (1.4.18+)com.unity.burst (1.8.27+)Key Features:Vertex Shader Skinning (Bypasses Compute Pre-pass bottlenecks)Dual Quaternion Skinning (DQS) & Linear Blend Skinning (LBS)Zero-Latency Bone Sockets via BlobAsset queriesVisual Attachment Editor with Frame EventsShader Graph SubGraph & Templates includedAutomated LOD generation (4, 2, or 1 bone influence)Distance-based Tick-Rate optimization (30fps/15fps for distant units)Root Motion extraction and ECS applicationFluent C# Builder API for Animation Parameters3 Massive Demo Scenes included (Basics, Weapons, RTS Crowd)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).

