Simulate fatigue and energy for NPCs and players with performance impact, recovery, and AI behavior — all powered by ScriptableObjects.ObsessiveTools: Fatigue & Energy System is a complete stamina simulation framework for Unity. It tracks energy levels for NPCs and players, affecting how they perform tasks, respond to fatigue, and recover over time.As characters work, travel, or fight, they naturally become tired — slowing down, failing tasks, or refusing to participate in certain activities. Recovery is handled through sleeping, resting areas, or consumables.Everything is powered by a modular ScriptableObject setup, making it easy to define energy profiles, performance penalties, and fatigue thresholds.This system is ideal for simulation games, RPGs, colony managers, and any gameplay loop where energy management deepens immersion. Fully compatible with schedule, AI, and task queue systems.Modular fatigue and energy tracking systemScriptableObject-driven EnergyProfile definitionsTime-based fatigue accumulationPerformance modifiers based on energy levelRest and recovery system via beds, zones, or itemsTask restriction logic when fatiguedAI behavior integration (resting/napping)Designed to work with simulation, scheduling, and task queue systemsPlug-and-play fatigue meter UI prefabEasy integration with existing player/NPC componentsAI 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.




