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. [ Asset Store ] [ Documentation | YouTube | Discord | Support ] It is made with three main principles in mind: 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 Unity's behavior. Getting started video: IMPORTANT: Make sure to refer to Feature Support Tables to figure out what functionality is supported before purchase.