GPU-based flocking and crowd simulation system for Unity URP using Compute Shaders and indirect instanced rendering.URP only.Tested with Unity 2022.3.41f1 LTS and Unity 6 (6000.0.59f2).Uses Compute Shaders and Graphics.DrawMeshInstancedIndirect.Requires GPU support for Compute Shaders.GPUAgents is a GPU-based flocking and crowd simulation system for Unity URP.The system uses Compute Shaders and GPU indirect instancing to simulate and render large numbers of animated agents with minimal CPU overhead.GPUAgents supports both Mesh and Skinned rendering modes.The system can be used for fish schools, bird flocks, crowds, abstract motion systems and interactive scenes.Create large animated flock systems without managing thousands of individual GameObjects or CPU-side animation updates for every agent.GPUAgents includes real-time flock behavior controls, obstacle avoidance, target steering, procedural Flow motion and a preset workflow for building different movement styles.The package is designed for expressive large-scale motion while remaining lightweight and easy to integrate into URP projects.Main Features• GPU-based boids simulation• GPU indirect instancing• Mesh and Skinned agent support• Real-time flock behavior controls• Cohesion and separation behavior• Target steering• Obstacle avoidance system• Procedural Flow motion• Preset workflowIncluded Demo Scenes• Mesh fish flock• Skinned bird flock• Crowd scene with obstacle avoidanceDocumentation is included in the package.Requirements• Unity 2022.3 LTS or newer• Universal Render Pipeline (URP)• GPU with Compute Shader supportRendering• Uses Compute Shaders• Uses Graphics.DrawMeshInstancedIndirect• GPU-driven simulation and renderingCompatibility• Tested with Unity 2022.3.41f1 LTS• Tested with Unity 6 (6000.0.59f2)• URP onlyImportant Limitations• WebGL is not supported• Built-in Render Pipeline is not supported• HDRP is not supported• Only one GPUAgents_DropIn controller is supported per scene• Agents are primarily affected by the main directional light• Very high agent counts depend on GPU performance and memory bandwidthAI tools were used as an auxiliary development aid for code review, debugging assistance and documentation editing.The package does not contain AI-generated models, textures or animations.The flocking system, compute shaders, rendering integration, editor tools, presets, demo scenes and package architecture were designed and implemented by the author.




