We explore a paid Unity asset for animating tons of 3D characters on screen with high performance.
Working with large numbers of animated characters in Unity often becomes a performance challenge, especially once the built-in Animator starts stacking overhead. If you are building scalable systems or looking for more predictable control over animation playback, Turbo Animator, created by Ugur Yucel, takes a very different approach.
Instead of relying on bones, rigs, or Mecanim graphs, Turbo Animator converts each animation into a pre-baked mesh sequence, stored as Scriptable Object datasets. At runtime, characters simply update their mesh frame by frame through Mesh Filter and Mesh Renderer, reducing CPU usage and removing the need for Animator Controllers entirely.
The system also includes tools for multi-model synchronization, frame distribution via the Spread Factor, and humanoid animation reuse across different meshes.
Turbo Animator fits well in projects where performance and scalability matter:
- Crowd systems with hundreds or thousands of animated characters on screen.
- Third-person action games where many NPCs update animations at once.
- Creature or non-humanoid characters where traditional rig updates are heavier or unnecessary.
- Mobile titles, where lowering CPU cost is essential for stable FPS.
- RTS, simulations, or large-scale battles, where globally synchronized animation timing helps maintain visual consistency.
- GPU ECS Animation Baker: A Unity Asset Store tool from The Orange Coder that uses DOTS/ECS + GPU animation baking/instancing. It converts existing animators & SkinnedMeshRenderers into ECS entities and runs animations entirely on the GPU. It is intended for mass-character animation (crowds) with very high performance.
Differences: GPU ECS Animation Baker also targets huge numbers of characters, but emphasises GPU/ECS + instancing rather than purely optimizing the Animator workflow. So it’s very similar in use-case but slightly different technical approach.
- GPU Animation Baker Basic: A tool (by Sword-Master) on Unity Asset Store that bakes animations into textures and uses custom shaders + GPU instancing support. The goal is to support “a large number of animations at the same time on screen with great performance and better framerate.”
Differences: Similar in “baked animation for performance” idea, but perhaps more basic or older compared to Turbo Animator’s “10k+ characters 200 + FPS” demonstration. Might require more setup or limitations (e.g., legacy animations only).
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