01 - 2,500-Character Idle Crowd
Open Scenes/Crowd2500.unity and enter Play. The fixed formation alternates 1,250 swordsmen and 1,250 crossbow guards. Its two halves use blue and red clothing. Characters play their Controllers' default Idle without battle or movement.
Scripts/Crowd2500Scene.cs uses public CharacterRuntime APIs to prepare two EntityDesc assets and one lifecycle scope. Disabling releases the characters; enabling creates them again.
The October 4 source Idle clips last four seconds at 24 FPS and include full-body breathing, pelvis/knee movement and planted feet. TownGuard uses the corrected supporting stance; the crossbow guard retains the supporting-hand contact. These constraints were authored offline, without runtime IK. The prebuilt EntityDesc assets already include this update.
Inspect a nearby character to see the motion. Updating the package does not automatically replace an older imported sample; preserve local edits before refreshing that copy. After editing a source clip yourself, rebuild every descriptor that uses it, then prepare and spawn again.
This is a functional presentation, not a replacement for a controlled equivalent-workload performance benchmark. The source clip sampling rate and video capture rate do not measure runtime frame rate.