Enemy Masses Professional | Massive Crowds, 1-Click Enemy AI, RTS Formations
Asset description
===| 💬 DISCORD | 📖 DOCUMENTATION |=== Optional GPU Instancer Pro & Crowd Animation Addon (Legacy Support) Optional - The included Game Creator 2 Integration requires GC2 Core, Melee and Shooter Optional - The included Crystal Save Integration requires Crystal Save Professional Enemy Masses Professional is a high-performance mass-agent controller powered by ECS/DOTS: spawn and command large groups of units with formation movement, battle-style engagements, and crowd combat behaviors. It is not a classic RTS base-building framework. Think battle simulation and unit control (more 'Total War battles' than 'Age of Empires economy'). What it solves If you want hundreds or thousands of agents on screen, the usual 'one brain per GameObject' approach becomes expensive and messy. Enemy Masses centralizes control so you can build large-scale battles and swarms without rewriting your whole game architecture. Create Enemy AI with 1 Click Melee & Projectiles incl. VFX and Audio optimized for massive battle scenes Makes GPU Instancer Pro easy usuable in your project Multiplayer-Ready - Netcode for GameObjects integrated Local Multiplayer included Splitscreen included Burst & Jobs implementation Choose your navigation type: Flow field Unity Navmesh A* Pathfinding (requires A* Pathfinding Pro by Aron Granberg) 3D Space navigation What you can build Enemy Masses is ideal for games where controlling and simulating groups is the core loop: Battle simulation like 'Total War' style engagements (formations, factions, commands) Horde / survival gameplay (zombie swarms, arena waves, vampire-survivors-like pressure) Tactical squad control (select units, reposition, focus targets, retreat) Large-scale PvE encounters (boss + minion armies, raid waves, battlefield scenarios) Living world crowds (civilians roaming, guards, ambient populations) Tower Defense Games 'Orcs Must Die' inspired clones Mass Zombie Games Designed for competitve Multiplayer Key features Mass spawning: place units at start or spawn via trigger zones (waves, ambushes, encounters) Selection and commands: click and drag box select, move and attack orders, multi-unit control Formations: formation previews and structured group movement Factions and battle simulation: faction-vs-faction fighting with configurable unit types Combat positioning styles: swarm, queued attackers, formation-based spacing Melee, Projectile, Status Effects and Heal system incl. Audio & VFX Optional distance-based Hitboxes Status effects: buffs, debuffs, crowd control (stun, slow, DOT, etc.) designed for scale Projectiles: ranged combat support without heavy physics overhead RTS camera and minimap tools: optional camera controller, efficient minimap, and Fog of War (Compute Shader) Game Creator 2 support + Public API: use it visually or drive it by code A* Pathfinding by Aron Granberg supported Optional Flow Field Navigation Optional 3D Volumetric Space Navigation RTS AI - Play against the computer Wall Climbing Skill & Faction System Dynamic Wall & Cover System Requires Unity 6000.6.0f1 or higher Multiplayer included Local Multiplayer with Splitscreen included Burst & Jobs implementation Choose between Unity Navmesh, Flow Field, or A* Pathfinding as Navigation System RTS Controller (incl. Fog Of War) Crowd Formations Civil & Pedestrian AI Waypoints & Free Roaming Melee & Projectile System incl. Audio and VFX optimized for massive battle scenes Spawn thousands of Enemies 1 Click Enemy AI Create Hack & Slay, Battle Simulations or Vampire Survivor Clones