Unity asset · by Sionnach Solutions
LivingSim
Deterministic NPC memory and social consequence for Unity games, in plain C#. Record what the player does, and the characters involved remember it, feel about it, and change what they do next. News travels: someone who wasn't in the room can hear about it from someone who was. Ask why a character committed to a decision and you get the events behind it. No LLM, no network.
What it does
- Memory with consequences. A typed social action (help, insult, steal, betray, apologize) becomes memory, feeling and a changed relationship for everyone involved.
- Decisions from history. Characters commit to goals because of what happened to them, plan the steps, and carry them out.
- News that travels. A witness can tell someone who was elsewhere; the listener holds it as hearsay, less certain than what they saw.
- Receipts. Every committed decision can list the remembered events behind it.
- Deterministic save and load. The same seed and the same calls give the same result on every machine, and a loaded save resumes exactly.
The sample: The House Share
Four housemates, three rooms and a history you had no part in. Act on whoever is in the room with you, and the transcript reports what changed.
Requirements
- Unity 2022.3 LTS or newer. Tested on 2022.3, 6000.4 and 6000.6 in the Editor, and in an IL2CPP player on 2022.3.
- Built-in and URP projects; no rendering code of its own.
- No other packages. The
System.Text.Jsonruntime it needs is included.
Support
Email [email protected]. Best effort, normally within three business days.
Coming soon to the Unity Asset Store.