High-performance, VR & Mobile ready fish flocking simulation for URP. GPU-accelerated via Compute Shaders and VFX Graph for massive schools with zero animation overhead.Fish Flock URP is a lightweight, high-performance flocking simulation tailored for VR and Mobile projects using Unity’s Universal Render Pipeline (URP).By utilizing Compute Shaders for calculations and VFX Graph for rendering, this package can handle thousands of fish simultaneously with minimal impact on the CPU. It is designed with performance-critical platforms in mind, making it ideal for mobile games and immersive VR environments.Key Features:VR & Mobile Optimized: Built from the ground up to run smoothly on performance-constrained devices.Static Mesh Efficiency: To maximize performance, the simulation uses static meshes (no skeletal animations), significantly reducing vertex processing and draw call overhead.Dual Simulation Modes: > * Free Roam: Autonomous movement within defined 3D bounds.Follow Target: Real-time chasing of any designated GameObject or player position.GPU Driven: All boid logic (alignment, cohesion, separation) is calculated on the GPU via Compute Shaders.The package is easy to set up and fully customizable through the inspector, allowing you to tweak speed, perception range, and roaming area boundaries instantly.Technical Specifications:Render Pipeline: Universal Render Pipeline (URP) only.Technology: Compute Shader + VFX Graph (GraphicsBuffer).Performance: Optimized for VR, Mobile, and Desktop.Models: 1 high-quality static fish model included.Textures: Includes 2048x2048 resolution textures.Animation: Static mesh based (No skeletal/skinned mesh animations for maximum performance).Requirements: Target platform must support Compute Shaders.Source Code: Fully commented C# scripts included.Package Content:FishFocking.cs & FockingTarget.cs (Logic & Input scripts).Custom Compute Shader for boid logic.VFX Graph for high-density rendering.Sample Scene, Materials, and Model.




