
Simulate NPC aging, growth, death, and trait inheritance with a fully generational life cycle system for Unity.ObsessiveTools: Character Life Cycle System is a plug-and-play NPC simulation framework that brings your worlds to life with evolving, generational characters. NPCs are born, grow through distinct life stages, adapt their behavior and stats as they age, and eventually die naturally or through in-game events.Using a modular ScriptableObject-driven design, you can define lifespan ranges, growth curves, and life stage modifiers without writing a single line of code. The built-in Trait Inheritance System ensures abilities, skills, and personality traits are passed down through generations, enabling emergent gameplay and dynamic family trees.To create deeply interconnected simulations. Included are ready-to-use UI prefabs for life stage indicators, age displays, and genealogy views, making it quick to set up and fully customizable.Perfect for RPGs, life sims, colony builders, and any game that thrives on living, evolving populations.Full Life Cycle Simulation: Birth → Growth → Maturity → Elder → Death.Life Stages with Modifiers: Child, Teen, Adult, Elder — each with unique stat changes and AI behaviors.Trait Inheritance System: Pass personality traits, stats, and abilities to offspring.Age-Based Stat Scaling: Dynamic changes to health, stamina, and other stats over a lifespan.Generational Tracking: Maintain lineage records and family trees.ScriptableObject NPC Profiles: Define growth curves, lifespans, and stage effects without coding.Integration-Ready: Compatible with ObsessiveTools Time, Faction, and Relationship systems.Prefab UI: Life stage indicators, age displays, and genealogy views included.Optimized Updates: Efficient performance with large NPC populations.Event Hooks: Listen for birth, growth stage change, reproduction, and death events.AI assistance was used only to refine the wording of written documentation and marketing copy.All gameplay logic, C# scripts, prefabs, editor tools, architecture, and UI elements were fully authored, tested, and optimized by me. The quest system’s functionality, integrations, and asset structure are original work and have been built from scratch for this package.