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: $59.99. The latest store price is $59.99, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $59.99 | Latest store price | |
| $59.99 | Unity First Price 2026-11-06 2026-11-06 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About ECSAnimator - DOTS Crowd Animation
Build animated crowds with a familiar authoring workflow. ECSAnimator converts a saved character Prefab and one selected AnimatorController into an EntityDesc asset. Prepare the descriptor once, spawn ECS characters, and drive animation through public gameplay APIs. Burst jobs evaluate animation; GPU skeletal skinning and Unity Entities Graphics handle rendering.
BUILT FOR CROWDS
• Shared character resources, batch spawning and Jobs animation input.
• GPU skinning without an Animator and bone GameObject hierarchy on every spawned character.
• Independent model LOD and animation evaluation intervals.
• Per-instance faction tint using shared materials and the included clothing-mask setup.
KEEP YOUR ANIMATION WORKFLOW
• Float, Int, Bool and Trigger parameters.
• States, transitions, exit time, interruption, Any State and sub-state machines.
• Five Blend Tree types, including nested trees.
• Override and Additive layers, bone AvatarMasks, layer weights, Sync and Timing.
• State speed, cycle offset, motion time, Write Defaults, Humanoid mirror sampling and a direct AnimatorOverrideController.
CONVERT OFFLINE. LOAD ONE DESCRIPTOR.
Open Tools > ECSAnimator > Convert Character, assign a saved Prefab, inspect the preview and build. The generated *_EntityDesc.asset contains compiled animation and derived meshes/materials. Textures and Shaders remain referenced dependencies. Load the descriptor, call TryPrepare to obtain a CharacterPreparedAsset, then TrySpawn or TrySpawnBatch. Use the Controller's exact parameter names, layer names and exported state paths. Release prepared resources before unloading their dependencies.
CONNECT YOUR GAME
Drive parameters, triggers, layer weights, Play and CrossFade through main-thread or Jobs batch APIs. Request tokens, receipts and animation events connect animation to your gameplay. Author named bone sockets, build supported fixed accessories, or bind independently loaded rigid ECS equipment. Gameplay owns movement, AI, navigation, equipment swaps and cleanup.
OPTIONAL TWO-BONE IK
• A static Burst pose processor can adjust skeletal poses after Animator blending and before skinning/sockets.
• Crossbow Demo14 includes the original Attack example and a new independent Aim Idle scene. A four-second chest-level hold keeps breathing while two arm chains and foregrip following adjust vertical aim.
• Default +/-45 degree pitch limit, adjustable strength and a return to original animation when disabled. Body heading, waist and legs retain the source animation.
• Enable Require Pose Processing at conversion for LocalResolve data; ordinary characters need no processor. This is an explicit ECS API, separate from Unity Animator IK callbacks.
INCLUDED
• Character conversion tools, runtime integration APIs and ECSAnimator/Lit for URP.
• Quick Start and 14 theme scenes: Crowd/Triggers, Battle, Layer blending, State parameters, Blend Trees, Transitions/Interruption, Sub-State Machines, Layer Sync, Override Controller, Write Defaults, Modular Equipment, LOD, Generic creatures and Two-Bone IK. Merged scenes expose related examples through pages. The optional independent Aim Idle adds a separate scene, clip, Controller, Prefab and EntityDesc without changing the original demos (15 scene files in total).
• TownGuard, CrossbowGuard, ArmoredCrawler and CaveBat example assets with prebuilt EntityDesc data.
• English installation, conversion, loading, animation, attachment, Shader and API documentation.