5,000+ high-fidelity units simultaneously on screen in 60 fps with no C++ required.
Scalable Modular Behaviour is a Blueprints-friendly, high-performance plugin for creating armies and crowds with customisable behaviour. Ideal for large-scale RTS or tower defence combat, action games with hordes of enemies, or bustling urban environments.
For game designers
Customise and simulate behaviour of thousands of units with various types and capabilities using Blueprints, with no need for writing C++ code.
For programmers and 3D artists
Quick setup and efficient animation using Vertex Animation Textures (+ blending, LOD, and Nanite support) while keeping steady 60fps with thousands of units on screen.
Trailer, demo, docs, support
Watch the trailer (updated one TBD)
Read the docs
Join the Discord server for support and feature requests
Core features
MassEntity Integration: use Blueprints & StateTree to simulate thousands of lightweight units efficiently with ECS-based logic.
VAT Animation Rendering: efficient animations using Vertex Animation Textures with blending, and Nanite support.
Easy VAT bake: effortless texture setup and one-click bake.
StateTree Behaviour Control: define custom AI behaviour (idle, move, attack, etc.) - examples included.
Data-Driven Abilities: build and customise unit abilities using Data Assets (range, damage, VFX, SFX, animation type, etc.).
Unit Selection & Commands: RTS-style box select to move command.
Customisable Unit Types: configure unique units with their own stats, StateTrees, and animation sets.
Performance tested with a laptop using an i7-12700H CPU and a 3070 Ti Laptop GPU with 1080p and high settings and Nanite ISM.
The plugin is actively maintained. I’m working towards V1.0.0 with plans for supporting even larger scale of entities and enabling multiplayer. I’m happy to accommodate feature requests: please join the Discord to discuss the roadmap in detail.
Note:
Performance in the editor drains compared to a shipped build due to NavMesh target errors being printed with AI debugging; this error fixing is a WIP.
V0.2.0 plans include: optimized combat performance, ranged attacks optimizations, 5.7 version, collision improvements, and improved blueprint actor component. TBD before the end of 2025.