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Enemy Masses is a high-performance mass-agent controller for Unity: 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
Server authorized multiplayer groundworks included (No Transport Solution implemented / No Multiplayer-ready UI)
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)