===| 💬 DISCORD | 📖 DOCUMENTATION |===
- Requires
- GPU Instancer Pro & Crowd Animation Addon
- Optional Game Creator 2 Integration requires
- GC2 Core, Melee and Shooter
- Enemy Masses is a high-performance mass-agent controller for Unity: spawn and command large groups of units with formation movement, battle-style engagements, and crowd combat behaviors.
- It is not a classic RTS base-building framework. Think battle simulation and unit control (more 'Total War battles' than 'Age of Empires economy').
- What it solves
- If you want hundreds or thousands of agents on screen, the usual 'one brain per GameObject' approach becomes expensive and messy. Enemy Masses centralizes control so you can build large-scale battles and swarms without rewriting your whole game architecture.
- Create Enemy AI with 1 Click
- Melee & Projectiles incl. VFX and Audio optimized for massive battle scenes
- Makes GPU Instancer Pro easy usuable in your project
- What you can build
- Enemy Masses is ideal for games where controlling and simulating groups is the core loop:
- Battle simulation like 'Total War' style engagements (formations, factions, commands)
- Horde / survival gameplay (zombie swarms, arena waves, vampire-survivors-like pressure)
- Tactical squad control (select units, reposition, focus targets, retreat)
- Large-scale PvE encounters (boss + minion armies, raid waves, battlefield scenarios)
- Living world crowds (civilians roaming, guards, ambient populations)
- Future updates and optional paid modules will make it compatible for competitve Multiplayer
- Key features
- Mass spawning: place units at start or spawn via trigger zones (waves, ambushes, encounters)
- Selection and commands: click and drag box select, move and attack orders, multi-unit control
- Formations: formation previews and structured group movement
- Factions and battle simulation: faction-vs-faction fighting with configurable unit types
- Combat positioning styles: swarm, queued attackers, formation-based spacing
- Melee, Projectile, Status Effects and Heal system incl. Audio & VFX
- Optional distance-based Hitboxes
- Status effects: buffs, debuffs, crowd control (stun, slow, DOT, etc.) designed for scale
- Projectiles: ranged combat support without heavy physics overhead
- RTS camera and minimap tools: optional camera controller, minimap, and Fog of War (Lite)
- Game Creator 2 support + Public API: use it visually or drive it by code