Hey everyone! My new asset is available in the asset store! With Mesh Animator you can animate thousands of meshes uniquely with minimal performance impact! Be sure to check out the performance comparison build and documentation pages, and feel free to reply in this thread or email me with any questions you may have. Happy animating! Asset Store Link Documentation FPS Zombies Comparison Version 1.5 Release Basic Conversion Tutorial 10,000 Zombies Demo Mecanim vs. Mesh Animator Performance Unity 5.4 Animated GPU Instancing Support! With Unity 5.4, meshes that are displaying the same frames of animation will automatically be batched together when using a Instanced shader. Follow the tutorial here on how to create one! http://docs.unity3d.com/Manual/GPUInstancing.html Version 1.5 Improvements and Changes: Added support for exposing transforms! Have animated child transforms just like in the original object. Added support for multiple materials and submeshes! New support for root motion animations. None, baked, or apply the motion to the transform at runtime. Added support for the Optimized Game Objects option in the model importer. No more need for an animation controller for baking, just add your clips and bake! Baking humanoid rigs should work much, much better, on a wide variety of objects. Completely re-wrote mesh combining to be more efficient and accurate. Completely re-wrote crossfading code, increasing performance and reducing garbage allocations. Adding custom clips can now be done by selecting root assets. Added an option for skipping the last frame of animation for looping animations. Fixes: Greatly reduced garbage collection in mesh frame generation. Play() method is now case-sensitive. Phantom bake objects will no longer appear and remain in the scene after baking. Bounds for meshes while crossfading should now be correct.