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Package details
- Latest version
- 1.2
- Last updated
- First released
- Unity version
- 2022.3.62 or later
- Package size
- 24.4 MB
- Files
- 278
- Favorites
- 16
- Views in the past week
- 10
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- Last checked
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- Lowest recorded
- $19.99 on
Keywords
Pixit Living Ecosystem
- Price drop
Add a living, terrain-aware ecosystem to your game—plants grow, animals forage, predators hunt, and pollinators boost growth.
Lowest recorded price
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Pixit Living Ecosystem screenshot 1
About this asset
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
- Open Terrain, set Min/Max Height and Water Level, then Generate.
- Prepare prefabs: add GrowthAgent to plants and AnimalAgent to animals (keep a small trigger collider on the root).
- In Flora/Fauna, add prefabs and set ratios/counts; enable Skip Underwater.
- 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
Email: [email protected]
Changelog
v1.0.0 — Initial release: flora growth/seeding, fauna roles (Herbivore/Predator/Pollinator/Neutral), editor seeding, HUD.
From the publisher's Asset Store listing.
Technical details
Requires Unity: 2022.3 LTS or newer (Unity 6 compatible)
Render Pipelines: Built-in, URP, HDRP
Platforms: Windows, macOS
Dependencies: None (NavMesh/Cinemachine optional)
Content: Runtime scripts, Editor tools, HUD, sample scenes & prefabs, documentation
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 2022.3.62f2 | Not listed | Compatible | Not listed |
As listed on the Asset Store.