Unleash massive enemy crowds. Create epic multiplayer battles with thousands of units. Complete crowd management system. The ultimate crowd solution powered by ECS/DOTS.
For more details about this asset: Click Here
This package is provided solely for evaluation, learning, or testing purposes before purchase and is not permitted for commercial use.
Enemy Masses Professional | Massive Crowds, 1-Click Enemy AI, RTS Formations v1.9.9-r8
“If possible, please buy the package to support the developer”
Description
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
Technical details
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




