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MzGames

A Unity 3D simulation where M animals each chase their own food target across an N×N grid at movement speed V, with boid-style separation, autosave, and a resumable session — built on a DI-driven architecture (state machine + VContainer + Addressables + JSON save/load).

Tech stack

  • Engine: Unity 6000.0.42f1 (Unity 6), Universal Render Pipeline
  • DI: VContainer 1.18.0
  • Content delivery: Unity Addressables 2.3.16
  • Serialization: Newtonsoft Json for Unity 3.2.2

Running the project

  1. Clone the repository and open it in Unity Hub (Add project from disk).
  2. Let Unity finish importing and resolving packages on first open (Addressables/VContainer).
  3. Open the Bootstrap scene: Assets/MzGames/Scenes/Bootstrap.unity. This scene hosts the DI composition root (RootLifetimeScope) and is the only scene meant to be opened and played directly. The Meta (menu) and TestTask (simulation) scenes are Addressable content, loaded dynamically at runtime by the app's state machine — opening them on their own will not run the game correctly.
  4. Press Play. Boot-up initializes core services, warms up Addressables, and takes you to the main menu automatically.

Save data

Save files are written to Application.persistentDataPath:

  • simulation.json — last autosaved simulation snapshot (config, animal and food positions/velocities)
  • menu-settings.json — last-used menu configuration

Application flow (GameStateMachine): BootstrapState → LoadProgressState → MenuState → LoadSimulationState → GameLoopState

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