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LOD for Animator - Optimize your Animators
PERFORMANCE: Animator LOD System uses Unity Jobs & Burst for CPU-efficient culling and frame rate reduction. Drastically improves performance of animated characters. Essential optimization!
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About this asset
Stop Animators from Killing Your Frame Rate!
Try the DEMO and see the difference: demo
Have questions? feel free to join our discord: discord
The Animator LOD System is a cutting-edge solution designed to solve one of the biggest performance bottlenecks in Unity: CPU cost from the Mecanim Animation System.
Unlike standard LOD systems that only reduce mesh complexity, our tool intelligently controls the Animator update frequency and component activity based on distance and camera visibility.
By utilizing the Unity Job System and Burst Compilation, all distance and frustum checks are offloaded to multiple CPU cores, offering massive performance gains over traditional single-threaded LOD approaches. This is a must-have for any game featuring large crowds, vast worlds, or numerous animated objects.
Suitable for Any Project:
The system is highly customizable and suitable for virtually any genre where you need to manage many animated entities:
- MMOs & RTS: Handle way more on-screen animators without a frame drop.
- Open-World & Survival: Ensure smooth performance while characters are moving in the distance.
- Mobile Games: Critically reduce CPU overhead for better battery life and frame stability.
Is the content customizable?
Absolutely! The core of the system is the AnimatorLODSettings scriptable object, which gives you complete control:
- Define custom distance tiers and set the exact frame update rate (e.g., update every 2, 4, or 8 frames) for each LOD level.
- Tweak the Cull Distance and Culled Update Rate for objects outside the camera frustum or too far away.
- Optionally disable the SkinnedMeshRenderer when objects are culled to save on draw calls.
From the publisher's Asset Store listing.
Technical details
- Extreme Performance: Utilizes Unity Job System and Burst Compilation for all distance and frustum calculations, maximizing multi-core efficiency and providing significant performance boosts.
- Intelligent Dynamic LOD: Dynamically changes the Animator.enabled state and frame update frequency (e.g., update every 1st, 2nd, 4th frame) based on configurable distance tiers.
- Frustum & Distance Culling: Automatically disables both the Animator and the associated SkinnedMeshRenderer (optional) when the unit is outside the camera frustum or beyond the set Cull Distance.
- Zero Setup Per Animator: Simply attach the lightweight AnimatorLOD component to your character's root, and the system automatically manages registration, cleanup, and LOD logic.
- Clean Integration: Works as a central manager (AnimatorLODManager) that handles all units in a single batched Job, ensuring minimal API usage and low overhead per unit.
- Desynchronized Updates: Automatically randomizes the start frame of each animator's update cycle to spread the workload evenly across multiple frames, preventing sudden performance spikes.
- Supports All Render Pipelines: The LOD logic is independent of the rendering pipeline (works with Standard, URP, and HDRP).
Compatibility
| Unity version | Built-in | URP | HDRP | Custom |
|---|---|---|---|---|
| 6000.2.6f2 | Compatible | Compatible | Compatible | Compatible |
As listed on the Asset Store.