High-performance GPU animation system for DOTS. Bake Mecanim to ECS. Animate thousands of characters with state machines and blend trees.RequirementsUnity 2022.3 or newerEntities 1.0.16+Entities Graphics 1.0.16+Animecs converts your existing Animator Controllers to DOTS-compatible animation systems with GPU compute skinning. Keep your Mecanim workflow, get DOTS performance.| Documentation | Discord | Email Support |The ProblemUnity DOTS lacks native animation support. Building state machines, blend trees, and LOD systems from scratch takes weeks. Bridging GameObject animators with entities defeats the purpose of DOTS.The SolutionAnimecs reads your Animator Controller and bakes everything to pure ECS:States and transitions become blob assetsBone matrices pre-sampled for GPU skinningParameters drive runtime transitionsLOD automatically reduces update frequencyBlend shapes supported (baked or runtime)Right-click your prefab, bake, done. Your animation logic converts in seconds.Performance by DefaultGPU Skinning - Compute shader deformation, tens of thousands of characters per frameShared Bone Data - Identical skeletons reference the same blob assetsAutomatic LOD - Distance-based updates (High/Medium/Low/Off) with temporal distributionBurst Compiled - All systems optimized with SIMDZero Allocations - Blob assets eliminate runtime garbage collectionFamiliar WorkflowIf you know Mecanim, you know Animecs:Same states, same transitions, same blend treesStandard Animator Controller authoringAnimation events with frame-accurate detectionFloat, int, bool, trigger parameters1D and 2D blend trees (directional, cartesian, direct)No custom state machine code. No manual bone matrix sampling. No performance guesswork.What You Get -State Machines - Parameter-driven transitions with exit time, duration, blend curvesBlend Trees - 1D, 2D Simple Directional, 2D Freeform Directional, 2D Freeform Cartesian, Direct blendingLOD System - Configurable distance thresholds and update frequencies. Entities update at 1/8th rate when distant.Blend Shapes - Pre-baked from animations or runtime override for procedural controlAnimation Events - Fire code at specific frames. Perfect for footsteps, weapon hits, effects.Runtime Control - Play states, set parameters, query animation data. Full Burst-compatible API.Debug Visualization - Optional overlay showing state, time, LOD level, blend progressUse CasesLarge crowds and armiesOpen-world NPCsRTS unit animationsBattle royale character countsAny scenario requiring 100+, 1000+, 10,000+ animated charactersAnimecs focuses on what DOTS does best: performance at scale. If you need to animate crowds without writing custom state machines, Animecs solves that problem.Key Features:Mecanim to DOTS conversion via bakingGPU compute shader skinning for deformationState machine with parameter-driven transitionsBlend trees: 1D, 2D Directional, 2D Cartesian, DirectAutomatic LOD with temporal frame distributionBlend shape support (baked and runtime)Animation events with frame-accurate detectionBurst-compiled systems for all animation logicShared bone blob assets for memory efficiencyZero runtime allocations with blob asset architectureFull runtime control API (Burst-compatible)Debug visualization for developmentSample scene with working examplesComplete documentation and tutorialsSupported:SkinnedMeshRenderer with bone weightsAnimator Controller (base layer)Animation clips (Generic, Humanoid, Legacy)Parameters: Float, Int, Bool, TriggerTransitions with conditions and exit timeBlend trees with threshold/position blendingAnimation eventsBlend shapes (morphs/shape keys)LimitationsBase layer only (no multiple layers)No root motionNo humanoid retargetingNo IK/constraints at authoring (can add custom IK systems)Maximum 8 motions per blend tree