Burst-powered machine and pipe simulation jobs for Unity 6. Includes a layered 1,000-machine demo, main-thread/jobs comparisons, and five AI Skills for coding assistants.Validated with Unity 6000.3.10f1 on Windows and the Built-in Render Pipeline. Core calculations do not depend on a render pipeline. URP/HDRP visuals and other platforms have not been validated for this release. Requires Burst 1.8.0+, Collections 2.0.0+ and Mathematics 1.2.0+; dependencies are not bundled.Move factory calculations to worker jobs. See where the main-thread time goes.FactorySimCore provides Burst-compiled jobs for machine-state updates and item progress through pipes or conveyors. Integrate the jobs with your own recipes, inventories and world systems through small C# interfaces.Input preparation, result application, gameplay side effects and completion waits still use the main thread. The included demo separates these costs so you can evaluate your actual workload.Five AI Skills included in 0.2.0Point your coding assistant at Assets/FactorySimCore/AI/Skills/. The skills cover installation and assembly references, parallel machine integration, the four calculation paths, pipe transport, and performance measurement. They contain workflows, API guidance, checks and common mistakes. They are readable project files: the asset does not include an AI model, hosted inference service or automatic agent installation. Your coding assistant and any associated subscription are separate.Included- Runtime C# source and Burst jobs with unmanaged data buffers.- SimpleProcessor, FuelBurner, ElectricProcessor and Generator calculation paths.- Pipe-item progress calculations and integration interfaces.- Idle-state hints and guidance for waking machines on external changes.- A textured 10 × 10 × 10 furnace demo with job-driven Iron Ingots, output queues and delivery counters.- 1,000 / 10,000 / 100,000 simulated-machine presets, with at most 1,000 visualized machines.- A/B controls that compare the same seeded workload and Burst kernels in synchronous Run and parallel Schedule modes, with final-state checks.- Overview, close-up, presentation mode and a camera tour.- English documentation, README, changelog and five AI Skills.What you buildThis is a simulation framework with a technical demo. You supply recipes, inventory storage, placement controls, a connected routing network, save data and game visuals. The demo uses fixed lanes and receiving sinks; seeded ingots are counted separately from production. Publisher test suites and experiment projects are not included in the Asset Store package.Requirements and verificationUnity 6000.3.10f1 or later. Requires Unity Burst 1.8.0+, Collections 2.0.0+ and Mathematics 1.2.0+. For an Asset Store import, install missing dependencies through Package Manager; a package.json inside Assets does not install them automatically. Dependencies are not bundled. See Third Party Notices.md for their licenses.Validated with Unity 6000.3.10f1 on Windows, Burst 1.8.28, Collections 2.6.2 and Mathematics 1.3.3. Core calculations do not depend on a render pipeline. The included visual demo is verified with the Built-in Render Pipeline; URP/HDRP visuals and other platforms have not been validated for this release. Performance depends on workload, hardware, scheduling and integration.Some Windows validation projects logged a UnityEditor.Search.SearchDatabase indexing exception during Editor startup. Simulation and tests completed. Restarting cleared it in one run, but it recurred elsewhere; no universal workaround is claimed. Details are in the documentation.- Unity baseline: 6000.3.10f1.- Dependencies: com.unity.burst 1.8.0+, com.unity.collections 2.0.0+, com.unity.mathematics 1.2.0+.- Verified configuration: Windows, Built-in; standalone simulation benchmark used Mono, non-development.- Source provided. Job kernels use unmanaged buffers without managed allocation; game integration and rendering allocations must be measured separately.- The sample runs one simulation tick per Update, with parallel results applied on the following Update. Milliseconds per tick are not a fixed-Hz throughput guarantee or worker CPU time.- Larger demo presets compute the requested workload while drawing up to 1,000 machines. Input preparation, completion waits, application and visual CPU are reported separately.- No AI API key or network service is required by FactorySimCore. AI Skills require a separately available coding assistant to use them interactively.- Dependencies use Unity licenses; see Third Party Notices.md. Burst source and other Burst components have different license terms.AI assistance was used extensively in FactorySimCore. Earlier development used Claude and GitHub Copilot for architecture, runtime code, examples and documentation. The 0.2.0 update used OpenAI Codex with Astra for code and documentation changes, AI Skills, demo presentation, validation tooling and store-copy preparation. Changes were checked through source review and automated Unity validation; the publisher remains responsible for the release.The Furnace, BasicPipe and Iron Ingot demo textures are AI-assisted pixel art drawn using MCPixel Studio. Astra's image-generation feature was not used. The textures were reused from the publisher's TentacleTakoon project with unchanged PNG bytes; their source mapping and checksums are recorded in Samples/Example/ARTWORK.md. The screenshot and video scenes are actual Unity renders of these assets. Presentation captions and performance charts were added separately.




