LivingEcosystem

Living Ecosystem lets you add a modular, terrain-aware, game-friendly ecosystem to Unity in minutes. Plants grow and propagate, animals act by role (Herbivore, Predator, Pollinator, Neutral), and emergent loops appear: pollinators visit plants (non-destructive) and linger, giving predators a natural window. Everything is driven by a simple Editor seeding workflow and a live HUD for monitoring.

Use cases

– Open-world/survival wildlife

– Builder/sandbox simulation

– Education/visualization (pollination, predator–prey cycles)

– Ambient life for exploration games

Key Features

– Flora: GrowthAgent with ageing, visual growth, seeding (radius + local density), optional pollination boost

– Fauna: AnimalAgent roles (Herbivore / Predator / Pollinator / Neutral), sense radius, interact distance, energy/hunger, reproduction, post-interact linger

– Pollinators: non-destructive plant visits that refill energy and ground flyers for a while (predator window)

– Editor Seeding: ratios and filters (height, skip underwater) for one-click population

– HUD: multi-camera grid with overlays (role, energy, age, reproduction timers); toggle via hotkey

– Terrain Awareness: min/max height and water level respected by seeding

– Clean Prefabs: plug-and-play plant/animal prefabs with tiny trigger colliders

What’s Included

– Runtime: GrowthAgent, AnimalAgent, PollinatorEmitter, HerbivoreEmitter

– Editor: Terrain (height/water), Flora & Fauna lists, Seeding tools

– HUD: multi-camera grid and overlays

– Sample scenes: Archipelago, Plains, Valley

– Docs: full website (MkDocs Material) + quick start

Quick Start

  1. Open Terrain, set Min/Max Height and Water Level, then Generate.
  2. Prepare prefabs: add GrowthAgent to plants and AnimalAgent to animals (keep a small trigger collider on the root).
  3. In Flora/Fauna, add prefabs and set ratios/counts; enable Skip Underwater.
  4. Click Spawn, press Play, toggle the HUD to monitor.

Technical Details

– Unity: 2022.3 LTS or newer (tested on Unity 6)

– Render Pipelines: URP Recomended (gameplay scripts only)

– Dependencies: none (NavMesh optional; Cinemachine optional)

– Platforms: Windows, macOS (editor + standalone)

– Performance: proximity queries; keep sense radius reasonable; HUD cameras are the biggest GPU cost

Notes

-Some screenshots and demo setups may use third-party or free sample assets

(such as vegetation, characters, or skyboxes) for illustration only.

These third-party assets are NOT included in the package.

Please import your own assets or the original free packages separately

according to their licenses. Example video shows how to use prefabs.

-This is a game-friendly ecosystem (not a scientific model). Parameters are exposed for stability and readability.

Support & Docs

Documentation

Email: info@pixitgames.com

Changelog

v1.0.0 — Initial release: flora growth/seeding, fauna roles (Herbivore/Predator/Pollinator/Neutral), editor seeding, HUD.