UPDATE 20-03-2017 I made a better definition video about my last GPU experiment. At this state, this point sprite particle systems receive light from Unity 5.5 pipeline and it is now full integrated with forward rendering.
Have you ever tried to instantiate thousands of animated skinned meshes in a Unity Scene? Even with GPU Skinning enabled (quite obscure feature in Unity) and baked skinned meshes (thanks to MeshBaker but it does not support many skin animations), the Animation Class on every instance is consuming all your CPU resources.
UIToolKit is was a set of lite UI components for Unity. It helps you to design your interface directly in the editor by simply dropping components on your scene, add some easy scripts to interact with them and customize them with your own styles and images.