GPU agent-and-trail networks that grow, diffuse and recover after erasing, with one- or two-species URP presets.Agents sense nearby concentrations, turn toward useful paths and deposit new trails. The field diffuses and fades, producing changing luminous transport-like networks rather than scrolling noise. Three reusable prefabs differ in density, sensing and species behavior, with saved agent positions and trail fields visible before Play. Pause, step exact ticks or erase a region; surviving agents then lay new trails across it. The optional showcase demonstrates that recovery without silently reseeding. This is a planar visual simulation, not gameplay pathfinding or a biological model.Unity 6000.0.30f1; URP 17.0.3 forward rendering; Windows Direct3D11 initial test. Requires compute shaders and RGFloat random-write render textures. Supports one or two species, 256/512 square field resolution and 256-65,536 agents. Automatic tick requests are capped per rendered frame; dropped backlog is reported. Includes solver, additive URP display shader, three saved continuation prefabs, scene and PDF manual. API includes ResetSimulation, ResetFromSeed, Pause, Step, SimulateTicks and Erase. Mobile, WebGL, XR, other graphics APIs and standalone performance are not certified.AI was used during code refactoring and scene preparation.




