Desarius.Phalanx
VAT and BAT animation baking and playback for Unity 6 DOTS/ECS projects with far too many animated units.
Technical Overview
Phalanx takes animation work off the path where it hurts: it bakes Unity Animator and AnimationClips into VAT or BAT atlas textures, then uses ECS runtime state, Burst-friendly frame calculation, GPU upload, compute buffers, and shaders for crowd-scale playback.
Core Capabilities
- Editor baking into VAT and BAT animation atlases.
- Runtime ECS animation state components and systems.
- Burst-friendly frame calculation.
- GPU upload through a global compute buffer.
- VAT and BAT shader playback with animation events and attach-point surfaces.
Use Cases
- Massive animated crowds in strategy, simulation, or battlefield-scale games.
- DOTS/ECS projects where Animator or per-character skinned animation is too expensive.
- Games that can trade runtime flexibility for GPU-friendly baked playback.
- Character systems with many repeated units and predictable clips.
Integration Model
UPM package, editor baker, source license, integration support, and optional alignment with Legion entity data.
Best Fit
Teams rendering large numbers of animated characters in Unity.
What It Is Not
Phalanx is not the gameplay simulation and should not be sold as a full crowd AI solution.
Partner Preview