[3] The engine uses Autodesk's HumanIK middleware to correctly position the character's hands and feet in climbing and pushing animations at run-time.
[9] In 2012 an updated version was released called AnvilNext, which was developed for Assassin's Creed III and beyond, featuring a number of enhancements.
[17][18][19] AnvilNext adds technology from Far Cry 3 wherein loading screens have been removed when transitioning from travelling on land to navigating the seas.
[38] Ubisoft Anvil would also be used for Prince of Persia: The Sands of Time Remake,[39] Immortals Fenyx Rising,[40] and Assassin's Creed Mirage.
[42][43] An upgraded Anvil engine version is used for Assassin's Creed Shadows,[44][45] enhancing lighting, introducing breakable props, and implementing a new seasonal system which progresses through time.
For Assassin's Creed Unity there has been a similar upgrade, advanced control mechanics with physically based rendering (PBR) being the stand-out addition, enabling materials, objects and surfaces to look and react more realistically to lighting, shading and shadowing.