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Package details
- Latest version
- 1.0
- Last updated
- First released
- Unity version
- 6000.0.0 or later
- Package size
- 69.2 MB
- Files
- 90
- Favorites
- 33
- Views in the past week
- 30
Price tracking
- Last checked
- Tracked since
- Lowest recorded
- $19.99 on
Keywords
Animecs
High-performance GPU animation system for DOTS. Bake Mecanim to ECS. Animate thousands of characters with state machines and blend trees.
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Last 6 months
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Animecs screenshot 1
About this asset
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 Problem
Unity 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 Solution
Animecs reads your Animator Controller and bakes everything to pure ECS:
- States and transitions become blob assets
- Bone matrices pre-sampled for GPU skinning
- Parameters drive runtime transitions
- LOD automatically reduces update frequency
- Blend shapes supported (baked or runtime)
Right-click your prefab, bake, done. Your animation logic converts in seconds.
Performance by Default
- GPU Skinning - Compute shader deformation, tens of thousands of characters per frame
- Shared Bone Data - Identical skeletons reference the same blob assets
- Automatic LOD - Distance-based updates (High/Medium/Low/Off) with temporal distribution
- Burst Compiled - All systems optimized with SIMD
- Zero Allocations - Blob assets eliminate runtime garbage collection
Familiar Workflow
If you know Mecanim, you know Animecs:
- Same states, same transitions, same blend trees
- Standard Animator Controller authoring
- Animation events with frame-accurate detection
- Float, int, bool, trigger parameters
- 1D 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 curves
Blend Trees - 1D, 2D Simple Directional, 2D Freeform Directional, 2D Freeform Cartesian, Direct blending
LOD 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 control
Animation 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 progress
Use Cases
- Large crowds and armies
- Open-world NPCs
- RTS unit animations
- Battle royale character counts
- Any scenario requiring 100+, 1000+, 10,000+ animated characters
Animecs focuses on what DOTS does best: performance at scale. If you need to animate crowds without writing custom state machines, Animecs solves that problem.
From the publisher's Asset Store listing.
Technical details
Key Features:
- Mecanim to DOTS conversion via baking
- GPU compute shader skinning for deformation
- State machine with parameter-driven transitions
- Blend trees: 1D, 2D Directional, 2D Cartesian, Direct
- Automatic LOD with temporal frame distribution
- Blend shape support (baked and runtime)
- Animation events with frame-accurate detection
- Burst-compiled systems for all animation logic
- Shared bone blob assets for memory efficiency
- Zero runtime allocations with blob asset architecture
- Full runtime control API (Burst-compatible)
- Debug visualization for development
- Sample scene with working examples
- Complete documentation and tutorials
Supported:
- SkinnedMeshRenderer with bone weights
- Animator Controller (base layer)
- Animation clips (Generic, Humanoid, Legacy)
- Parameters: Float, Int, Bool, Trigger
- Transitions with conditions and exit time
- Blend trees with threshold/position blending
- Animation events
- Blend shapes (morphs/shape keys)
Limitations
- Base layer only (no multiple layers)
- No root motion
- No humanoid retargeting
- No IK/constraints at authoring (can add custom IK systems)
- Maximum 8 motions per blend tree
Compatibility
| Unity version | Built-in | URP | HDRP | Custom |
|---|---|---|---|---|
| 6000.0.0f1 | Not listed | Compatible | Compatible | Compatible |
Requirements
- Unity 2022.3 or newer
- Entities 1.0.16+
- Entities Graphics 1.0.16+
As listed on the Asset Store.