VertexAnimation VS dotsnav

Compare VertexAnimation vs dotsnav and see what are their differences.

VertexAnimation

Vertex animation baking tool, shaders and animation system for Unity DOTS/ECS. (by maxartz15)

dotsnav

A fully dynamic planar navmesh for Unity supporting agents of any size (by dotsnav)
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VertexAnimation dotsnav
1 4
400 438
- 2.7%
0.0 0.0
over 1 year ago over 1 year ago
C# C#
MIT License zlib License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

VertexAnimation

Posts with mentions or reviews of VertexAnimation. We have used some of these posts to build our list of alternatives and similar projects.

dotsnav

Posts with mentions or reviews of dotsnav. We have used some of these posts to build our list of alternatives and similar projects.

What are some alternatives?

When comparing VertexAnimation and dotsnav you can also consider the following projects:

URP-PSX - PSX retro graphics plugin for URP with Shadergraph in Unity

NavMeshPlus - Unity NavMesh 2D Pathfinding

actools - Alternative launcher for Assetto Corsa named Content Manager, and some utils as well.

Latios-Framework - A Unity DOTS framework for my personal projects

ecs-messages - Messages broadcasting service with auto handling messages lifetime for Unity DOTS ECS.

dmotion - DMotion - A high level Animation Framework for Unity DOTS

Deform - A fully-featured deformer system for Unity that lets you stack effects to animate models in real-time

ai-series-part-31 - learn how to show a path to a specific target without using a NavMeshAgent. We'll calculate the path on a NavMesh from the player's current location (controlled via a Third Person Controller) to the target location, and show that with a LineRenderer. The path calculation has a few knobs to turn, how high above the NavMesh to draw the line and how frequently to recalculate the path.

Voxelman - Unity DOTS/ECS example

Ecstasy - Simplest powerful ECS for Unity. Flexible and fast. Works w/ Burst

UnityEntities-AutomatedTests-Sample - A sample how to write Unit and Performance tests for a game that uses Unity.Entities