MiHordeAnimation
Drives MiVertexAnimation clips from a MiHordeTraffic crowd out of one manager, with proximity attacks included. A Burst scan touches only the bodies whose animation changes, so entities never need an Update of their own.
// unity
Editor tools, build automation, and shaders I've built for Unity - all open source and free to use or fork. Every package installs straight from a Git URL through the Package Manager.
Install through Package Manager with "Add package from git URL"
Drives MiVertexAnimation clips from a MiHordeTraffic crowd out of one manager, with proximity attacks included. A Burst scan touches only the bodies whose animation changes, so entities never need an Update of their own.
Flow field crowd pathfinding for thousands of agents. Congested routes get expensive so the crowd reroutes itself, with Burst jobified separation, settling, and a runtime switch back to NavMeshAgent.
Bakes skinned meshes and their clips into textures so a crowd animates entirely on the GPU, with no Animator, no bones and no per-frame CPU work. Supports clip events and drivable mesh sections.
Puts a bar of buttons at the top of the Inspector, one per component. Click to show only that component, search, reorder, copy between objects, and spot missing scripts at a glance.
Assembles modular art along a spline without deforming it. Finds the real corners from the path, places each piece rigidly, and keeps UVs correct by construction.
Paints prefabs onto the surface you are looking at in the Scene view, snapping and rotating every instance to the face it lands on.
A mesh workbench inside the editor: combine selected meshes into one asset, strip the vertices and faces you don't need, and lay out new UVs without leaving Unity.
JSON driven localization. Add a text key from an editor window and the strongly typed data class is generated for you, ready to use in code.
Builds every platform you select in sequence, into a versioned and organized folder structure with one folder per platform.
Scans the whole project and reports how many times each asset is referenced, surfacing the unused ones at the top.
Drop-in shader files, no package needed
A real-time screen-space shader for URP that transforms a 3D game view into clean, tunable pixel art.