Rukhanka is an animation system for the Entities Component System (ECS). It works (and requires) Entities and Entities Graphics packages. Rukhanka animates skinned meshes and passes prepared data to the Entities Graphics package which renders animated objects. There is only Generic animation type support for now.
Complex inside - simple outside. Usage and setup are trivial. Use familiar Unity animation tools such as Mecanim and Animation Clips as authoring components. Rukhanka converts them during the baking phase and internally processes the animator state machine and plays all required animations.
Performance in all aspects. Everything is fully bursted. ISystem-based and fully parallel with per-bone granularity (not per-skeleton). This allows achieving high thread utilization for low-bone and high-bone meshes.
Behavior is nearly 100% similar to Unity Mecanim. Although I try to achieve 100% behavior identity, I am not a Unity employee and have no access to the Unity Animation system source code. Everything in Rukhanka is achieved by reading public documentation and investigating Unityâs behavior.
An innovative GPU animation engine is implemented using GPU compute shaders and can run on any platform that supports Vulkan/Metal/D3D11+ APIs. It produces exactly the same animation results as the CPU engine. The animation engine can be preconfigured or switched per entity at run time.
Getting started video:
IMPORTANT: Make sure to refer to Feature Support Tables to figure out what functionality is supported before purchase.
Just bought it. Looks promising. Though I do notice that the skeleton Rukhanka creates ignores the âScale Factorâ in the Mesh import settings. So the scaled mesh gets applied to the unscaled skeleton and thus looks deformed. Is this by design?
Thank you for using Rukhanka. No, this behavior is not by design, but I have not so many test animated meshes with various scale setups. Would you be so kind as send me one example mesh plus one animation, please? I will do necessary fixes. support@rukhanka.com
You can test this on any skinned mesh. Since the Scale Factor is a setting in
the import settings of the mesh, not scaling on the mesh or skeleton themselves.
This is what happens when I set the Scale Factor to 2 on the Ellen asset of the sample scene
Looks like this is a problem with URP and skinned mesh importer. You can check this by dragging one of the models out of entity subscene and default unity animator will produce exact same results during animation and rendering.
HDRP behaves differently. If model and animation (these are in seprate files) are scaled equivalently then animation palyed correctly.
Thatâs weird. Iâve used URP and skinned meshes before and this never happened with the Scale Factor applied. If I drag the Ellen prefab or model from the project folder into the parent scene, apply the same URP materials as the Rukhanaka version and set the Scale Factor to 2 on the model and animation files then it scales appropriately.
see in this pic the Monobehavior version looks normal while the Rukhanak versions are distorted.
Just tested again, something strange is going on. If I copy that properly scaling version and add it to the Subscene and apply the Rukhanka rig definition script I get the proper scaling on that Entity.
edit 2:
I think it is because that the models in the example scene arenât linked to the model file/prefab anymore and are just normal gameobjects, thatâs why the scale didnât transfer to the skeleton. Now I just need to check why my at runtime instanced Entities are not scaling right.
edit 3:
I tested with my own models and animations and the reason why it didnât scale properly was that I needed to set the same scale factor on the animation files. Which, if I remember correctly, wasnât necessary for the normal Unity MonoBehaviour animation system. You should probably add that in the documentation.
Compute deformation node for âAmplify Shader Editorâ. Now it is possible to make âEntities.Graphicsâ deformation-compatible shaders with this tool.
Trigger set API for âAnimatorParametersAspectâ.
Animator parameter access performance tests.
Own entity command buffer system for optimizing ECB usage after âAnimationControllerSystemâ.
Animator state query aspect for access to runtime animator data.
Changed
Animator parameter internal hash code representation was moved from Hash128 to uint. This leads to a smaller âAnimatorControllerParameterComponentâ size and better chunk utilization.
Fixed
The state machine states without an assigned motion field had incorrect weight calculation.
Exit and enter transition events that happened in the same frame lead to one incorrectly processed frame. This was clearly observable with transitions from/to âno-motionâ states.
Trigger parameters were reset even if the transition cumulative condition (all conditions must be true) is not met.
Entering through the sub-state machineâs âEnterâ state was handled incorrectly.
Exiting from nested sub-state machines using the âExitâ state was handled incorrectly.
Multiple transitions from the âEnterâ state machine state were handled incorrectly.
Version 1.3.0 was released. Main feature of this version is Humanoid animation and avatars support.
Changelog Added
Humanoid-type support for models and animations.
Humanoid avatar mask support.
Humanoid avatars and animations sample scene.
Changed
The rig definition authoring script now contains zero configuration fields. The avatar mask used for rig definition is not needed anymore. All required information Rukhanka reads from Unity Avatar. This is a breaking change. Please carefully read the upgrade process.
Fixed
AnimatorControllerParameterComponent buffer did not replicate with NetCode.
Version 1.4.0 was released. This release contains a lot of changes and improvements. The most notable ones are physics collider attachment support, better root motion, and bone entity stripping feature. As a neat bonus Rukhanka is on the sale now with 50% off.
Fixed
Several memory leaks during baking and runtime.
Incorrect additive animation calculation for humanoid animations.
Added
Two new sample scenes: Ragdoll and Simple Physics.
Animation keyframe binary search was implemented.
Rukhanka can now work with unparented bone entities. This allows to properly handle physics body bone attachments.
Unneeded bone entity stripping functionality. Refer to documentation for the detailed description.
Internal bone animation data is now exposed as a RuntimeAnimationData singleton.
Full root motion support for Humanoid and Generic rigs. All root motion animation configuration parameters are supported.
Rukhanka now requires UNITY_BURST_EXPERIMENTAL_ATOMIC_INTRINSICS script compilation symbol. It will be added to project scripting define symbols automatically if not present.
Changed
Updated Entities dependency to version 1.0.16.
Removed synchronization point related to AnimationToProcess buffer filling.
Removed synchronization point related to root motion delta states processing.
The animation process system is split into two distinct parts: animation calculation and animation application. This allows to injection of animation results post-processing and modifications (for example IK) functionality.
Runtime created bone-name-to-index hash map was removed. It has been replaced with a blob perfect hash map created during baking time.
Samples were moved to the samples tab of package properties. There are shared HDRP/URP sample scenes now. Materials and scene properties will adapt to the current renderer pipeline automatically.
Animation controller layer weight is a runtime property of AnimatorControllerLayerComponent now.
Version 1.4.1 is out. This mostly bugfix release with important changes related to humanoid rigs. It is strongly advised to update, if you use humanoid avatars and animations (with or without root motion). Changed
All runtime systems TempJob allocations was changed to WorldUpdateAllocator.
Code cleanup with more extensive SystemAPI usage.
Moving shared utility code into separate Rukhanka.Toolbox assembly.
The Loop Pose function in Animation Properties doesnât work under humanoid types.
You can reproduce it by setting one of EllenCombos to obviously ânon-loop-matchâ, in HumanoidAnimationStateMachine in 15. Humanoid Animations sample.
Hi,
Are you planning to add animation events support in future releases? Or something else that gives similar possibilities?
Feature-wise this asset looks great, but we use a lot of events in our project and it would be hard to replace them with anything else.