Mesh Animation Baker
Homepage: High-Performance Mesh Animation System
Welcome to the High-Performance Mesh Animation System for Unity! This solution is designed from the ground up to render massive crowds of animated characters with unparalleled performance, perfect for RTS, RPGs, and large-scale simulation games.
Go beyond the limitations of traditional animation systems. Where Unity’s standard Animator and SkinnedMeshRenderer struggle with hundreds of characters, this system is built to handle thousands by leveraging a powerful combination of animation baking and GPU instancing.
Core Features
- Massive Crowd Rendering: A robust
MeshInstancingManagergroups characters by their current mesh and material, drastically reducing draw calls and allowing for thousands of units on screen. - Job-System-Powered LODs: A highly parallelized LOD system runs on the Unity Job System, calculating the optimal level of detail for every character with minimal impact on the main thread.
- Full Attachment Support: A simple but powerful
AttachmentPointsystem allows you to attach weapons, helmets, and other props to your animated characters. The system bakes bone transforms to ensure attachments are perfectly synced. - Gameplay Event System: Trigger gameplay events like sound effects, particle systems, or damage application at precise moments in your animations using a familiar, time-based event system.
- Advanced Animation Baker: A powerful and user-friendly editor window (
Animation Baker) automates the entire process of converting your standardSkinnedMeshRendererprefabs andAnimationClipsinto highly optimizedMeshAnimationassets. - Flexible & Robust: The baker intelligently handles models with multiple submeshes or multiple
SkinnedMeshRenderercomponents and includes tools to fix common scaling issues from 3D modeling software.
Who is this for?
This system is for any Unity developer who wants to break through the performance ceiling of standard animation and render huge numbers of characters, just like in large-scale games like Total War.