Build NPCs with connected emotions that react to gameplay, change over time, and persist between sessions.Static NPCs repeat the same response. Feelings gives each character emotional state that can change with the player's actions and influence what happens next.Apply a change to one feeling and related feelings update automatically. A threat can raise Anger, Anger can raise Fear, and those values can drive dialogue, prices, animation, audio, or any other game system.Build characters that rememberEach character can keep an independent feelings map while sharing the same game-event rules. Use personality profiles to make the same event land differently:A calm guard can have a smaller Anger response and a lower maximum value.A reactive guard can build Anger faster from the same threat.Connected feelings still follow the relationships you define for that character.Characters can also recover over time. Smooth sudden inputs, dampen repeated events, and return feelings toward a baseline with linear or exponential recovery.Turn gameplay into emotional responsesMap game events to feelings with reusable stimulus profiles. Give a stimulus a tag and intensity, then let Feelings shape the result through personality, timing, and your feeling map.Threat event-> Anger response-> character personality-> temporal smoothing-> connected-feeling cascade-> Fear responseThis keeps emotional logic out of one-off NPC state machines. Configure common responses once, then let each character have its own state and personality.Create emotion maps your wayStart with a ready-made map or create your own:`LoveHateMap` for a simple opposing pair.`BasicFeelingsMap` for six core emotions.`ComplexFeelingsMap` for a larger 42-feeling system.`FeelingsMapDefinition` for Inspector-authored maps and effect ratios.The custom Inspector shows the relationships as a graph, so designers can see which feelings will change together before they press Play.Values stay in the -100 to 100 range by default. Add tighter limits for individual feelings when a character needs them. Limits also apply to values reached through connected-feeling cascades.Save emotional stateSave and restore a character's feelings through the included service API.Choose Unity JSON, Newtonsoft JSON, or PlayerPrefs, and add optional adaptersfor Easy Save 3, Odin Serializer, or Unity Cloud Save when those packages arealready part of your project.File-based saves stay under Unity's persistent data path by default. OptionalHMAC verification can detect changed save data. Serializer fallback and backupwrites help recover from routine storage failures.Included samplesShowcase lets you inspect predefined and authored maps, apply deltas, and watch connected feelings update.Simple provides a compact six-emotion UI example.Merchants compares honest and dishonest merchant personalities, including emotion-driven pricing.Emotion Simulation Demo shows two guards reacting to the same threat with different personality settings. It includes an Edit Mode preview and aAll samples include source code.Good fit forRPG NPC relationships, companions, and quest giversDialogue that responds to a character's history with the playerMerchant, diplomacy, and reputation systemsLife and dating simulationsStrategy-game leaders and rival factionsAdventure-game characters with changing moodsUnity 6000.4 or laterThread-safe core feeling mapCircular-reference guard for connected feelings`FeelingChanged` event for UI, animation, audio, and gameplay reactionsScriptableObject authoring and graph previewPersistence service with optional async adapters


