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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.