Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $42. The latest store price is $60.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $60 | Latest store price | |
| $60 | Unity First Price 2026-06-19 2026-06-26 | |
| $42 | Unity New Release Discount 2026-06-17 2026-07-01 | |
| $42 | Unity New Release Discount 2026-06-17 2026-07-01 |
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Dots Animator
- Tools, Systems & Learning > Game Templates & Systems
DotsAnimator is a high-performance animation and state management framework designed exclusively for Unity's Data-Oriented Technology Stack (DOTS/ECS). It bridges the gap between traditional animation workflows and the massive scale of ECS by leveraging highly optimized GPU instancing and efficient data management.
Whether you are rendering massive armies or simulating a bustling city, DotsAnimator empowers you to animate thousands of entities simultaneously without bottlenecking your CPU.
Key Features:
Insane Performance: Utilizes GPU instancing (VAT / Compute-Skinning) to render and animate massive crowds at minimal CPU cost.
Familiar Workflow: Designed to mimic the logic of the traditional Unity Animator, allowing you to manage animation states intuitively within an ECS environment.
Fully Customizable States: Comes with full C# source code. You can easily extend the state machine, add custom animation behaviors, and tailor the logic to your project's exact needs.
Seamless Integration: Clean architecture that does not pollute your project globally. All scripts are properly namespaced and wrapped in assembly definitions.
Perfect For Specific Genres: The sheer performance makes DotsAnimator highly suitable for:
Real-Time Strategy (RTS) Games
Tower Defense Games
Crowd Simulations and City Builders
Action RPGs with massive enemy swarms
Technical Details & Compatibility:
Unity Version: Requires Unity 6 or higher.
Render Pipeline: The core ECS logic and C# state management are completely render-pipeline agnostic. However, the included shaders and out-of-the-box example scenes are strictly optimized for the Universal Render Pipeline (URP).
Users targeting HDRP or the Built-in Render Pipeline will need to manually port the provided URP shaders, though the underlying data logic requires no modifications.
Whether you are rendering massive armies or simulating a bustling city, DotsAnimator empowers you to animate thousands of entities simultaneously without bottlenecking your CPU.
Key Features:
Insane Performance: Utilizes GPU instancing (VAT / Compute-Skinning) to render and animate massive crowds at minimal CPU cost.
Familiar Workflow: Designed to mimic the logic of the traditional Unity Animator, allowing you to manage animation states intuitively within an ECS environment.
Fully Customizable States: Comes with full C# source code. You can easily extend the state machine, add custom animation behaviors, and tailor the logic to your project's exact needs.
Seamless Integration: Clean architecture that does not pollute your project globally. All scripts are properly namespaced and wrapped in assembly definitions.
Perfect For Specific Genres: The sheer performance makes DotsAnimator highly suitable for:
Real-Time Strategy (RTS) Games
Tower Defense Games
Crowd Simulations and City Builders
Action RPGs with massive enemy swarms
Technical Details & Compatibility:
Unity Version: Requires Unity 6 or higher.
Render Pipeline: The core ECS logic and C# state management are completely render-pipeline agnostic. However, the included shaders and out-of-the-box example scenes are strictly optimized for the Universal Render Pipeline (URP).
Users targeting HDRP or the Built-in Render Pipeline will need to manually port the provided URP shaders, though the underlying data logic requires no modifications.