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Features
Nekuzaky edited this page Jul 29, 2026
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- Data-driven actions: ActionDefinition ScriptableObjects with inline, polymorphic Conditions, Costs, Effects and Targeting. Deriving one class adds your own action piece, which then appears automatically in every editor menu.
- Clean runtime: an observable state machine (Queued, Validating, Reserved, Approaching, Running, CoolingDown, Succeeded, Failed, Cancelled, Blocked), with priority command queues, interruption, target reservation and cooldowns.
- Approach phase: actors walk to their target through a pluggable IMovementAdapter (transform and NavMesh adapters included). Costs are only paid on arrival, so a failed trip charges nothing.
- Job chains: a multi-step job such as "gather then deliver" runs as a single job, and a failed step stops the chain.
- Job Board: colony-sim style shared work. Jobs are posted, idle workers claim them by priority then distance, and failed runs retry before being abandoned.
- Work priorities: per-actor tag-matched weights, where a weight of 0 means "never do this work".
- Day cycle and schedules: an in-game clock with hour and day events, plus tagged shift slots (night shifts wrap over midnight). Off-duty actors stop taking jobs.
- Skills: tagged skills with levels and experience, so practiced work finishes faster over time.
- Simulation speed: pause, x1, x2 or x3, without touching Time.timeScale.
Utility AI driven by dynamic needs, or fully visual Behavior Graphs (Sequence, Selector, Action, Condition, Wait). Every node can be freely renamed, and edges represent the logic.
- Cues answer triggers such as on.spawn, on.death, on.select, narration or any gameplay event, each with delay, duration, cooldown, priority and repeat limit.
- Speech Profiles give a character its own name and lines. Dragging an AI onto the Dialogue panel creates and wires its profile automatically.
- The framework only emits SpeechRequests; your game is free to render them however it likes.
- Live "why" debugger: per-actor decision timelines with reasons, plus pause, slow motion, fast forward and order cancellation.
- Scene-view gizmos: target lines by state, reservation rings, arrival radius and per-actor labels.
- Live actor inspector: shows action, progress, queue, record, duty and skills while playing.
- Steady-state execution is allocation-free (pooled instances and contexts, tags normalized once, traces gated out of release builds).
- No coroutines: everything is tick-driven, deterministic and pausable.
- Zero external dependencies, no experimental Unity APIs, and 86 EditMode tests.
See Editor Windows for the tools used to author and debug all of the above.