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.

LivingSim: NPCs that remember what you did, and tell people who weren't there. Lines from the sample's transcript: the history before the player arrived, why Mara acted, and Jonah telling Priya what you did to Mara.

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.

The House Share transcript: Jonah told Priya what you did to Mara. Priya was not in the room. Secondhand, 70% sure.
The news reaches someone who was not there, and she holds it as hearsay.
The House Share transcript: Why Mara did that. Mara had decided to tell someone about you, because Mara remembers: you betrayed Mara, twice.
Ask why, and the decision comes with the events behind it.

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.Json runtime it needs is included.

Support

Email [email protected]. Best effort, normally within three business days.

Coming soon to the Unity Asset Store.