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Rukhanka – ECS Animation System – Dev Community

Rukhanka – ECS Animation System – Dev Community

Tsunami 14 December, 2024
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Rukhanka is an ECS animation system that mimics Unity’s standard ‘Mecanim’ animation system. Use familiar tools for authoring animations and animation state machines without any difference from the ‘Monobehaviour’ world.

For more detail this asset from the Unity Asset Store: Click Here

Rukhanka – ECS Animation System v1.9.2 (Latest version)

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Rukhanka – ECS Animation System v1.8.1

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Description

Rukhanka depends on the ‘Entities’ package. It prepares animation data for rendering with the ‘Entities Graphics’ package. These two packages are required for the functioning of Rukhanka.

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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. All converted data is ‘Burst’ compatible and processed in a parallel and very performant way.

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
Blend shapes
Full source code
The package contains samples for HDRP and URP.

Rukhanka has limitations:

Legacy animations are not supported.
Although Rukhanka implements all core animation functionality it is not 100% equivalent to Unity ‘Mecanim’. For a full feature support matrix please refer to documentation.
Technical details

Dependencies:

Unity 2022.3.0f1
Entities 1.0.16
Performance:

100% Burst compatible. All core systems are ISystem based.
Animations processed on per-bone basis, not per-object. This allows fully utilize all available processor cores in high-bone and low-bone skinned meshes.

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