> For the complete documentation index, see [llms.txt](https://arawn-software-publishing.gitbook.io/enemy-masses/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://arawn-software-publishing.gitbook.io/enemy-masses/welcome.md).

# Welcome to Enemy Masses

**Enemy Masses** is a high-performance crowd simulation and rendering solution for Unity, built on top of the powerful [**GPU Instancer Pro**](https://assetstore.unity.com/packages/tools/utilities/gpu-instancer-pro-266353) **and its Crowd Animator Addon**. It is designed to bring massive, interactive armies to your game without sacrificing framerate.

Whether you are building a "Survivor-style" horde game, an epic RTS battle simulator, or a bustling city full of civilians, Enemy Masses provides the tools to render and simulate thousands of agents with ease.

<figure><img src="/files/jF1GUnO99AIwDlMWbqGk" alt=""><figcaption></figcaption></figure>

### Why Enemy Masses?

Standard Unity GameObjects are heavy. Spawning 500 enemies with `Instantiate()` will often bring even powerful PCs to a crawl. Enemy Masses solves this by utilizing [**GPU Instancing Pro**](https://assetstore.unity.com/packages/tools/utilities/gpu-instancer-pro-266353) and its Addon Crowd Animator for rendering and a highly optimized **Data-Oriented** simulation loop for logic.

* **Massive Scale:** Render 5,000+ animated units on screen simultaneously.
* **High Performance:** Custom physics, navigation, and animation systems designed for scale.
* **Zero Coding Required:** Everything can be configured via ScriptableObjects and Inspectors.

### Core Features

#### ⚔️ Combat Crowds

Create aggressive hordes that chase, circle, and attack the player.

* **Behavior Templates:** One-click setups for "Vampire Survivors" swarms, "Assassin's Creed" circle-fighting, or "Total War" battle lines.
* **Hybrid Combat:** Units that intelligently switch between Melee and Ranged attacks based on distance.
* **Faction Battles:** Create multi-team wars where Orcs fight Humans while the Player fights everyone.

#### 🏙️ Civil Crowds

Populate your world with neutral NPCs that bring your environments to life.

* **Waypoint System:** Define traffic lanes, sidewalks, and intersections.
* **Activities:** Agents can stop to sit on benches, talk to each other, or interact with the world.
* **Free Roam:** Let agents wander parks and plazas naturally.

#### 🎮 RTS Integration

Turn your game into a strategy commander.

* **Selection & Command:** Select units and issue Move/Attack orders.
* **RTS Camera:** Built-in top-down camera controls.
* **Minimap & Fog of War:** Essential tools for strategy gameplay.

### Supported Genres & Inspirations

Enemy Masses is versatile enough to power the core loop of several distinct genres.

#### 🧟 Survivor / Horde Games

Build games where the player faces overwhelming odds against thousands of enemies.

* **Inspiration:** *Vampire Survivors*, *Deep Rock Galactic: Survivor*, *Brotato*.
* **Key Tech:** High-performance rendering of 5,000+ units, "Melee Swarm" behavior templates.

#### ⚔️ Real-Time Strategy (RTS)

Create epic battles where players command armies rather than a single hero.

* **Inspiration:** *Total War* series, *StarCraft*, *Age of Empires*.
* **Key Tech:** Unit selection, formation movement, faction-based combat logic.

{% embed url="<https://www.youtube.com/watch?v=x7w4KqKOm6U>" %}

#### 🛡️ Action RPG / Hack & Slash

Design levels where the hero cuts through dense mobs of fodder enemies.

* **Inspiration:** *Diablo 4*, *Dynasty Warriors*, *Path of Exile*.
* **Key Tech:** "Melee Queued" behavior (enemies circle and attack), fluid animations, hit reactions.

#### 🏙️ City Simulation

Populate open worlds with believable background crowds.

* **Inspiration:** *Cities: Skylines*, *Grand Theft Auto* (pedestrians), *Assassin's Creed* (crowds).
* **Key Tech:** Civil Waypoint System, activity nodes, performance-friendly ambient AI.

### Getting Started

Ready to build your army?

1. **Installation & Setup:** Learn how to install the package and run the Setup Wizard.
2. **Crowd Types:** Understand the difference between Combat, RTS, and Civil crowds.
3. **The Enemy Crowd Asset:** The core data file that defines your units.

***

*Enemy Masses requires* [*GPU Instancer Pro*](https://assetstore.unity.com/packages/tools/utilities/gpu-instancer-pro-266353) *to function.*

### Jump right in

<table data-view="cards"><thead><tr><th></th><th></th><th></th><th data-hidden data-card-cover data-type="image">Cover image</th><th data-hidden></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td><h4><i class="fa-bolt">:bolt:</i></h4></td><td><strong>Quickstart</strong></td><td>Use the Wizard</td><td><a href="/files/kcHVbvBa36pJPQk2O0Cy">/files/kcHVbvBa36pJPQk2O0Cy</a></td><td></td><td><a href="/pages/7FvWQMF0kTK7HGhlQfmo">/pages/7FvWQMF0kTK7HGhlQfmo</a></td></tr><tr><td><h4><i class="fa-gears">:gears:</i></h4></td><td><strong>Editor basics</strong></td><td>Learn the basics of Enemy Masses</td><td><a href="/files/x2Y0iLHK3h0EHxUmdgeu">/files/x2Y0iLHK3h0EHxUmdgeu</a></td><td></td><td><a href="/pages/aOjs4gC5WzIpifbjuGsn">/pages/aOjs4gC5WzIpifbjuGsn</a></td></tr><tr><td><h4><i class="fa-people-group">:people-group:</i></h4></td><td><strong>RTS</strong></td><td>Build the next Battle Simulation</td><td><a href="/files/N6MTntwAi7KDH3upN6mZ">/files/N6MTntwAi7KDH3upN6mZ</a></td><td></td><td><a href="/pages/3opItxueb3nbJMAXbjbS">/pages/3opItxueb3nbJMAXbjbS</a></td></tr></tbody></table>
