LIFE SIMULATOR FOR GAME CREATOR 2
Life Simulator for Game Creator 2 is a modular character-needs and interaction framework for building life simulation, survival and role-playing games in Unity.
Create player characters and NPCs with fully independent needs such as Hunger, Energy, Hygiene, Bladder, Social and Fun. Each need supports configurable values, decay rates, thresholds, runtime states, modifiers and events, all driven by a global simulation clock.
CORE NEEDS SYSTEM
• Modular NeedDefinition ScriptableObjects
• Reusable NeedsProfile assets
• Six ready-to-use needs:
• Independent runtime values for every character
• Configurable minimum, maximum and initial values
• Configurable decay rates
• Deterministic clock-based simulation
• Normalized values and runtime state tracking
• Threshold hysteresis to prevent rapid state oscillation
Need States:
• Normal
• Low
• Critical
• Depleted
• Additive and multiplicative rate modifiers
• Timed and permanent modifiers
• Runtime value, state and modifier events
GLOBAL SIMULATION CLOCK
• Scene-wide time-of-day system
• Configurable game-minute conversion
• Day, hour and minute tracking
• 12-hour and 24-hour display formats
• Pause, 1x, 2x and 4x simulation speeds
• Optional synchronization with Unity Time.timeScale
• Persistent clock support across scenes
• Automatic duplicate-clock protection
FUNCTIONAL INTERACTIONS
Includes ready-to-use interactions for:
• Eating meals
• Sleeping
• Using toilets
• Taking showers
Each interaction supports:
• Instant or continuous need recovery
• Configurable duration
• Multiple need effects
• Exclusive object reservation
• Player and NPC users
• Safe cancellation
• Partial continuous recovery when cancelled
• Configurable interaction points
• Game Creator movement and gesture sequences
• Visual progress and cancellation UI
CONTEXTUAL INTERACTION SYSTEM
A Sims-style contextual interaction system allows players to click interactive objects and choose between available actions.
• Sims-style radial interaction menu
• Multiple actions per object
• Optional Go Here action
• Game Creator Conditions per option
• Custom titles, icons and colors
• Configurable action priorities
• Interruptible and non-interruptible actions
• Screen-edge-aware positioning
• Mouse and touch support
• Interactive-object hover highlighting
• Material highlighting using MaterialPropertyBlock
• No permanent material changes
• Hover tooltips with object and need information
Standard Game Creator Point & Click behavior remains available for ground clicks.
CHARACTER ACTION QUEUE
Every player character and NPC has an independent action queue.
• Sequential execution of interactions
• Configurable maximum queue size
• Visual queue HUD
• Click to cancel actions
• Drag and drop to reorder pending actions
• Current action remains protected during reordering
Priority Levels:
• Low
• Normal
• High
• Critical
• Emergency
• Higher-priority actions can interrupt lower-priority actions
• Conditions are rechecked before execution
• Invalid or unavailable actions are safely skipped
AUTOMATIC CRITICAL-NEED REACTIONS
Characters can automatically react when their needs become urgent.
• Monitors every character's needs
• Critical needs can interrupt lower-priority activities
• Automatically searches for the nearest available interaction that restores the urgent need
• Critical Bladder can interrupt eating and schedule the nearest toilet
• Depleted Energy can prioritize the nearest bed
• Supports both player characters and NPCs
• Automatic behavior can be disabled per character
DEPLETED CONSEQUENCES
Optional consequences can occur when important needs become depleted.
• Configurable Bladder Accident
• Configurable Exhaustion Collapse
• Bladder accidents reduce Hygiene
• Consequences leave the affected need at an emergency level so the character continues searching for a solution
Instance and global C# events are available for:
• Animations
• Audio
• Particles
• Mood systems
• Custom gameplay effects
USER INTERFACE
Includes ready-to-use runtime UI components:
• Needs HUD
• Reactive need bars
• Need-state colors
• Day and time display
• Interaction progress indicator
• Interaction cancellation button
• Action queue display
• Contextual radial menu
• Hover tooltip
• World-space urgent-need thought bubbles
• Thought bubbles for players and NPCs
• Distance and camera visibility culling
GAME CREATOR 2 INTEGRATION
Life Simulator includes a dedicated integration layer for Game Creator 2.
• Custom Instructions for changing needs and controlling simulation
• Custom Conditions for values, states and modifiers
• Custom Events for need changes and critical states
• Game Creator target properties for players and NPCs
• Compatible with Triggers and Visual Scripting workflows
• Does not modify Game Creator source files
• Game Creator Stats module is NOT required
EDITOR TOOLS
• Professional custom inspectors
• Compact Game Creator-inspired layouts
• Live runtime need previews
• Reorderable profile entries
• Asset validation and warnings
• Custom icons for components and assets
• Quick creation menus
• Ready-to-use presets and prefabs
• Life Simulator prototyping window
• Automatic interaction-template rebuilding
• English naming and documentation suitable for distribution
DEPENDENCIES
• Unity
• Unity UI
• Unity Input System
• Game Creator 2 Core
Game Creator Stats is NOT required.
MODULAR ARCHITECTURE
• Runtime core remains independent from Game Creator
• Game Creator integration is isolated in a separate assembly
• UI is separated from simulation logic
• Supports multiple characters and NPCs
• Designed for extension with save systems, autonomous AI, custom interactions and additional needs
Life Simulator for Game Creator 2 provides a clean and extensible foundation for games inspired by life simulators such as The Sims, while remaining flexible enough for survival games, RPGs and custom character simulation systems.