GPU Animation Instancer - Crowds | Attachments
TopsonGames
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Render 15,000+ animated characters at 60+ FPS with Instanced Animations. 1-Click Baker with Bone Attachments, Animation Events, Multi-Tier LODs, and Texture Array Variations.GPU Animation Instancer for Unity 6Render massive crowds, not bottlenecks.Unity's Animator gives up at 300 characters.This ships 20,000 — in about 20 draw calls.Competing crowd tools need a second $75–$128 package to even run, or force your project into ECS. This doesn't. No dependencies, no extra purchases required.DEMO and Documentation────────────────────────────────────────────THE 5-MINUTE WORKFLOW & TINY ASSETS ────────────────────────────────────────────Traditional bakers bloat your project with gigabytes of generated meshes. This system saves your baked animations as tiny ScriptableObjects referencing a master texture atlas.Drag your rigged prefab into the Baker Window, drop in your clips, and hit Bake. Out come highly optimized meshes, textures, materials, and LODs. VRAM cost is calculated and displayed before you commit.────────────────────────────────────────────ATTACHMENTS: INSTANCED OR GAMEOBJECTS────────────────────────────────────────────Other solutions gives you 10,000 GameObjects for 10,000 weapons.Here you get the choice:• VATBoneMesh: Renders a weapon at a baked bone. ZERO GameObjects, ZERO Transform writes. All identical weapons collapse into one instanced batch. Swap a bow to a blade with a single bool.• VATAttachmentPoint: A real GameObject when you actually need one (VFX, colliders, lights), with smart distance throttling to save CPU.A cheap system for large crowds and flexible one for the heroes.────────────────────────────────────────────TRUE ANIMATION EVENTS ────────────────────────────────────────────The #1 reason developers avoid Vertex Animation Textures is losing their callbacks. The Animation Instancer supports C# Action and SendMessage events. They wrap perfectly on loops and fire accurately even when units are off-screen. Off-screen combat is resolved via smart staggered ticking.────────────────────────────────────────────ZERO-COST CORPSES & LOD ────────────────────────────────────────────• Corpses cost nothing: A battlefield with 10,000 dead bodies will tank your CPU. Calling Freeze() locks a dying unit on its last frame. It completely stops the CPU tick, skips event checks, and optionally drops shadows or renders at a coarser LOD.• Automatic LOD builder: Your Model has LODs? Great, the Baker automatically created instanced LODs out of it, no further setup required• Suspend & Resume (Hybrid LOD): Hand a unit over to a real Animator up close and take it back when they walk away. Uses an O(1), allocation-free Suspended state that preserves animation data without the massive overhead of SetActive().────────────────────────────────────────────VISUAL VARIETY & SMART SHADOWS ────────────────────────────────────────────• Texture2DArray Builder: Share one single material across thousands of units to keep draw calls at an absolute minimum, while assigning unique armor and colors via variant IDs. The package includes a custom Texture Array Builder tool to set this up painlessly.• Anti-Lockstep: Add per-unit speed jitter and random start phases to break up uniform marching.• Shadow LOD Offset: Render shadows at a coarser LOD step and specific distance. This is the single largest GPU saving available for massive crowds.────────────────────────────────────────────UNDER THE HOOD & TECH SPECS ────────────────────────────────────────────• Requirements: Unity 6.0+ and Universal Render Pipeline (URP).• Full Source Code: Full C# and HLSL included, no hidden DLLs.• Burst Jobs: Transform reads, culling (Frustum + Distance), LOD, and animation ticking are heavily multithreaded.• Bandwidth Saver: Octahedral normal+tangent packing cuts bandwidth in half. Choose between Half16 (lossless) or UNorm8 (only 4 bytes/vertex/frame).────────────────────────────────────────────WHAT THIS IS NOT (Please Read) ────────────────────────────────────────────I want you to be happy with your purchase. Please note:✗ No runtime skeleton: No IK, ragdolls, root motion, or blend trees. Clip cross-fading is supported.✗ No GPU occlusion culling: Frustum + distance culling only.✗ URP only: No Built-in, no HDRP.✗ Memory scales with vertices × framesBaker Window & Asset Generation: One-click batch baker with automatic LODGroup resolution, frame rate controls, and live VRAM estimation. Outputs tiny ScriptableObjects (VATCharacterData) and a texture atlas instead of gigabytes of baked meshes.Dual Attachment Pipeline: VATBoneMesh (GPU-instanced, zero GameObjects or Transform writes) and VATAttachmentPoint (Transform-based for VFX/colliders).Animation & Event Features: Smooth crossfading, playback speed control, per-unit randomized speed jitter, and normalized start phase variation. Fully supports Animation Events via C# Action delegates or SendMessage.State Management: Features Freeze() for zero-CPU corpses and an O(1) allocation-free Suspended state for hybrid LOD swapping with Unity's standard Animator.Shaders & Rendering: Custom Universal Render Pipeline (URP) Lit Shader with ForwardLit, ShadowCaster, DepthOnly, and DepthNormals passes. Supports Texture2DArray for per-instance visual variations using a single material. Distant LODs automatically strip PBR and normal maps to save GPU cycles.Compression & Precision: Octahedral normal and tangent packing cuts texture bandwidth by 50%. Choose between visually lossless Half16 (8 bytes/vertex/frame) or bounds-normalized UNorm8 (4 bytes/vertex/frame) precision.Culling, Shadows & Multi-threading: The entire pipeline is heavily multithreaded using Unity's Burst Compiler and C# Job System for transform reads, culling, and animation ticking. Includes Sphere/Frustum Culling, Per-Camera Culling, independent Shadow LOD offsets, and smart staggered off-screen updating.

