Animation Workflow
EnemyCrowd – Animation Tab
The Animation tab controls how crowds play and blend animations. For large-scale battles the Compute Animated Workflow is strongly recommended: it is the fastest, simplest to set up, and scales to thousands of agents.
Recommended: Compute Animated Workflow
Setup is minimal: Assign your key clips (locomotion, idle, attack, hit, death, block, etc.). No Animator Controller graph is required.
Performance focus: Animations are sampled in compute and instanced on the GPU, avoiding Animator overhead per agent.
Best for swarms: Designed for thousands of agents moving and fighting simultaneously.
Limitations
No IK / bone parenting: You cannot run IK, attach props, or parent runtime GameObjects to bones.
Why this is okay: In large crowds IK is expensive and often visually noisy.
Workaround for weapons/props: Author the model with the weapon already in place (one combined mesh or merged skinned mesh). This avoids runtime parenting entirely.
Using Other Workflows (Animator-based)
If you choose the other workflows, you must set up a standard Animator (Controller, states, blend trees, parameters). This is more flexible (IK, prop parenting, complex graphs) but heavier for large crowds.
Steps: Create/assign an Animator Controller, wire locomotion/attack/hit/death states, and hook parameters the system expects for speed/attacks. Ensure clips are humanoid-compatible if applicable.
Examples: The demo scenes include simple Animator setups you can copy or reference.
Tips for Large-Scale Battles
Prefer Compute Animated for anything 100+ agents.
Keep clip lists tight: only the clips you actually use.
Avoid runtime prop attachment; bake weapons into the model when possible.
Test with many agents early to validate performance before adding polish.
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