Massive Swarm System¶
Unity asset for large enemy swarms — bullet heaven, survivor-style, zombie hordes. Drop it in, configure a few settings, and get 1000+ agents running.
New here?
Start with Getting Started — your first working swarm in under 5 minutes.
What's in this manual¶
- Getting Started — your first swarm in under 5 minutes.
- Concepts — the mental model: Manager, Archetype, Behavior Profile, Movement Profile, Settings.
- Core Setup — Swarm Manager, Targets, Settings, Archetype, Movement Profile.
- Spawners — Shape Spawners and the Spawner Director for waves and encounters.
- Behaviors — every steering behavior, what it does, when to use it.
- Navigation — Surface Flow Field for levels with walls and uneven floors.
- Animation — VAT, Animator-based, GPU instanced rendering.
- Performance — measure, tune, and ship 1000+ agents at frame rate.
- Troubleshooting — common first-run issues and fixes.
What it is¶
- A centralized swarm simulation for classic GameObject projects.
- A manager / spawner / settings workflow for large enemy groups.
- A performance-first horde movement system.
- A small set of opinionated default behaviors.
What it is not¶
- Not a broad gameplay framework.
- Not a DOTS/ECS package.
- Not a NavMeshAgent-based system.
- Not a full physics crowd solver.
- Not a general AI behavior framework.
Requirements¶
- Unity 2022.3 LTS or later (Unity 6 LTS supported).
- Universal Render Pipeline (URP) — required for the included swarm visuals. The VAT shader is URP-only; Built-In RP and HDRP are not supported (agents will render magenta without it). The simulation itself is render-pipeline-agnostic — if you supply your own materials you can run the core in any pipeline.
- No extra packages for the core runtime or StarterKit sample. The FullDemo sample additionally requires TextMeshPro and Cinemachine.
- Unity Input System is optional — only needed for sample player input helpers.