Hi everyone,
I am releasing Mass Battle Framework, a GPU-first large-scale combat and animation framework for Unity 6 URP.
This is not a separate technology demo. It is a focused, reusable distillation of the large-battle technology developed for the game shown in the X post below. The game and the commercial framework share the same technical direction and will continue to evolve together.
In the recorded Castle Siege demo, more than 200,000 units are deployed over the course of the battle, with roughly 182,000 living units at one captured point. The counters remain visible in the video. This is a result from one machine and one test scene, not a universal frame-rate guarantee.
The framework is designed for large formations without creating a GameObject, Animator, Rigidbody, or Canvas for every soldier.
Current features include:
GPU targeting, movement, melee combat, ranged combat, and animation sampling
Physical non-homing arrows and catapult area damage
Four animated LOD levels
Shared mesh and animation data, including reusable weapon attachments
Terrain height sampling, bases, formations, reinforcements, and battle-speed controls
GPU health bars, damage flashes, corpse fading, and death presentation
GPU-driven fake-ragdoll reactions: varied impact, collapse, and corpse poses without a full PhysX ragdoll for every unit
Public APIs, authoring tools, readable source code, documentation, and two demo scenes
The GPU capacity is configurable up to 1,000,000 entity slots. Practical visible counts and performance depend on hardware, resolution, scene content, models, effects, and project configuration.
Demo video:
https://www.youtube.com/watch?v=FR08rJ91lq4
Fab listing:
https://www.fab.com/listings/0a4bf9b7-0271-4e51-b687-8ae5ab680f2f
The game whose battle technology is being distilled into this framework:
https://x.com/23DwMeSz0W64139/status/2090466970013757501?s=20
The next planned additions are cavalry charge formations and dragons as fully supported flying combat units. I will continue posting version notes, new benchmark results, and new videos as the framework evolves.
Feedback from developers working on large-scale combat, crowd simulation, bullet-heaven games, RTS projects, or battle sandboxes is very welcome.