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Features

Nekuzaky edited this page Jul 29, 2026 · 3 revisions

Features

Actions and execution

  • 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.

Management-game systems

  • 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.

AI behaviour

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.

Dialogue

  • 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.

Debugging and performance

  • 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.

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