Rukhanka – ECS Animation System

Rukhanka is a ECS Animation System that uses standard Unity animation editing tools (i.e. ‘Mecanim’) as authoring workflow.
Rukhanka is an ECS animation system that mimics the standard ‘Mecanim’ animation system of Unity. Use familiar tools for authoring animations and animation state machines without any difference from the ‘Monobehaviour’ world. During the baking phase, it converts all required Animator, Animation, Skinned Mesh Renderer, and Avatar Mask data into its internal structures.

*IF YOU'RE USING THEM IN A PRODUCT, YOU MUST BUY THEM. 💰*

Rukhanka has the following main features:

  • Unity Animator Controller conversion and processing
  • Generic and Humanoid animations and avatars
  • Animation data preparation for Entities Graphics skinned meshes
  • Bone visualization system
  • Extended logging and validation layer
  • Arbitrary (non-skinned meshes) object hierarchy animation
  • Avatar masks
  • Root motion
  • All 2D blend tree types support (Direct, 1D, 2D Simple Directional, 2D Freeform Directional, 2D Freeform Cartesian)
  • Client-server animations synchronization with ‘Unity Netcode for Entites’ package
  • Works with Unity.Physics
  • Animation and animator controller events
  • Inverse Kinematics
  • Full source code

The package contains samples for HDRP and URP.

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Term of Use: All resources here are for personal learning only, not for commercial use! Assets and 3D models can only be used in games after purchasing a license from the respected owner. We offer download services only; no technical support provide

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