A high-performance ECS animation system for DOTS. It uses GPU instancing to efficiently animate thousands of entities while maintaining the familiar Unity Animator workflow.While DotsAnimator's core ECS logic works on any pipeline, included shaders are exclusively built for URP. Out of the box, only URP is supported. HDRP and Built-in users must recreate the shaders, but the underlying C# and GPU instancing systems require no changes.Bring Massive Crowds to Life with DotsAnimatorDotsAnimator is a high-performance animation and state management framework designed exclusively for Unity’s Data-Oriented Technology Stack (DOTS/ECS). It bridges the gap between traditional animation workflows and the massive scale of ECS by leveraging highly optimized GPU instancing and efficient data management.Whether you are rendering massive armies or simulating a bustling city, DotsAnimator empowers you to animate thousands of entities simultaneously without bottlenecking your CPU.Key Features:Insane Performance: Utilizes GPU instancing (VAT / Compute-Skinning) to render and animate massive crowds at minimal CPU cost.Familiar Workflow: Designed to mimic the logic of the traditional Unity Animator, allowing you to manage animation states intuitively within an ECS environment.Fully Customizable States: Comes with full C# source code. You can easily extend the state machine, add custom animation behaviors, and tailor the logic to your project's exact needs.Seamless Integration: Clean architecture that doesn't pollute your project globally. All scripts are properly namespaced and wrapped in assembly definitions.Perfect For Specific Genres:The sheer performance makes DotsAnimator highly suitable for:Real-Time Strategy (RTS) GamesTower Defense GamesCrowd Simulations and City BuildersAction RPGs with massive enemy swarmsTechnical Details & Compatibility:Unity Version: Requires Unity 6 or higher.Render Pipeline: The core ECS logic and C# state management are completely render-pipeline agnostic. However, the included shaders and out-of-the-box example scenes are strictly optimized for the Universal Render Pipeline (URP).Users targeting HDRP or the Built-in Render Pipeline will need to manually port the provided URP shaders, though the underlying data logic requires no modifications.Key Features:Native DOTS Integration: Fully built on Unity’s Entity Component System (ECS) for maximum data-oriented performance.GPU Instanced Animation: Utilizes Vertex Animation Textures (VAT) and compute-skinning via Graphics.RenderMeshInstanced to offload animation processing to the GPU.Familiar State Machine: Replicates the ease of the traditional Unity Animator workflow within a strict ECS environment.Efficient Memory & Buffer Management: Handles per-instance animation states seamlessly through optimized MaterialPropertyBlocks and compute buffers.URP Optimized Shaders: Includes ready-to-use custom shaders and Shader Graph materials explicitly tagged and optimized for the Universal Render Pipeline.Clean Architecture: Zero global namespace pollution. All code is neatly contained within the ResonanceCode.DotsAnimator namespace and wrapped in Assembly Definitions (.asmdef).Full Source Code: 100% accessible C# scripts allowing for deep customization and seamless integration into your existing ECS game logic.System Requirements & Dependencies:Minimum Unity Version: Unity 6 or higher.Render Pipeline: Universal Render Pipeline (URP) is required for out-of-the-box shader compatibility (Logic is pipeline-agnostic).Core Packages: Requires Unity Entities (com.unity.entities), Burst (com.unity.burst), and Mathematics (com.unity.mathematics).




