IK solvers
6- Two Bone IK
- FABRIK
- CCDIK
- Leg IK
- Spline IK
- Hand IK Retargeting

Animation Graph is a visual, node-based editor that replaces and extends Unity's Animator. Build state machines, blend trees and complex transitions in one clear graph canvas, performant via a Burst-compiled evaluation pipeline and fully drivable from C#.
One graph for your entire animation logic, from first blockout to production.
Drag nodes, wire them up and see your full animation logic on one clear canvas instead of scattered Animator layers.
Compose states, transitions and 1D/2D blend trees with visual conditions and parameters.
Runs on a custom Burst-compiled runtime: allocation-free evaluation with job-system parallelism, faster than the classic Animator at scale.
Scrub, play and debug your graph in the editor as you work. See exactly which node is active and how weights blend.
Set parameters, drive transitions and read node state from C#. Designer-friendly and developer-friendly.
Layering, per-node LOD and parallel evaluation keep large character rigs and hundreds of clips manageable.
A short demo of the node-based animation system, live in Unity.
Clips, blend trees, state machines and transitions sit side by side on one canvas. You wire nodes with live data flow and see exactly how your character moves from one animation to the next, with no hidden state in collapsed tabs.
Define states, conditions and parameters and make transitions do exactly what you expect. Any-state transitions, interruptible blends and exit time become visual, instead of buried in inspector fields.
Stack a base layer with additive or override layers. With bone masks and per-layer weights you blend upper and lower body independently, additively on top of your locomotion.
Animation Graph uses a Burst-compiled evaluation pipeline with the C# Job System. Zero managed allocations during evaluation, parallel bone processing and a tighter update loop mean more characters within your frame budget.
Where Legacy Animation, the Animator and the Playables API all evaluate single-threaded with managed overhead, AnimGraph processes bone data in parallel across cores. Your frame budget goes further as character counts grow.
| Legacy | Animator | Playables API | ![]() | |
|---|---|---|---|---|
| Visual graph editor | — | State machine | — | Node graph |
| IK solvers | — | OnAnimatorIK | — | 6 (Burst) |
| Physics bones | — | — | — | 5 systems |
| Blend spaces | — | 1D / 2D | Manual | 1D / 2D / graph |
| Math in graph | — | — | — | 14 nodes |
| Animation LOD | — | — | Manual | Per-node |
| Inertialization | — | — | — | Built-in |
| Pose mirroring | — | — | Manual | Built-in |
| Debug overlays | — | State highlight | — | Per-node |
| Runtime | C++ native | C++ + managed | C++ + interop | Burst + Jobs |
| Allocations | Minimal | Per-frame | Per-node | Zero managed |
| Parallelism | — | — | — | Multi-core |
| Built-in nodes | — | ~5 | — | 90+ |
Node graph
6 (Burst)
5 systems
1D / 2D / graph
14 nodes
Per-node
Built-in
Built-in
Per-node
Burst + Jobs
Zero managed
Multi-core
90+A complete toolbox for character animation, all Burst-compiled and combinable in a single graph.
Graphs are authored in the editor; from code you set parameters, read node state and control transitions. A full runtime API for driving your animation logic from gameplay code.
// Drive AnimGraph from gameplay codevar player = GetComponent<AnimGraphPlayer>();int speed = AnimGraphPlayer.StringToHash("Velocity"); // Set parametersplayer.SetFloat(speed, velocity.magnitude);player.SetBool("Shoot", fireInput); // Drive a state machine & read bonesplayer.TransitionToState(0, "Jump", 0.15f);Transform hand = player.GetBoneTransform("Hand_R");
Add nodes for clips, blend trees and states and wire them into the logic your character needs.
Play the graph live in the editor, adjust transitions and weights and see the result instantly.
Hook up your gameplay with the C# API: set parameters, drive transitions and read node state from your graph.

Get Animation Graph on the Unity Asset Store. One-time purchase, usable per seat on up to two machines.
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