A Unity 6 artificial life simulation about organisms, chemistry, metabolism, mutation, and emergent species families.
What it is - Technology - Project map - Opening - License
Abyssal Bloom is a prototype ecosystem sandbox where artificial organisms survive inside a hostile abyssal environment. The simulation explores how simple rules can produce readable biological pressure: energy income, chemical gradients, movement cost, reproduction, mutation, death, and species-family drift.
The project is public for visibility and review, but it is not open-source. Source access is provided so the work can be seen, studied, and evaluated.
This repository is an active Unity prototype, not a packaged release. The current project opens through the main menu scene and drives a simulation scene with ECS-based organism, environment, genome, UI, and visual systems. Generated Unity folders and local editor state are intentionally kept out of version control.
| Pillar | Direction |
|---|---|
| Artificial organisms | Creature components for stats, metabolism, feeding, sensors, movement, structure, reproduction, tentacles, visual markers, and death state. |
| Genome v5.2 | Raw genome buffers decoded into phenotype, active pathways, protein masks, mutation state, and species-family identity. |
| Abyssal environment | Food particles, detritus, currents, terrain, thermal vents, pheromones, chemical fields, temperature pressure, and shader bridges. |
| Emergent ecology | Population dynamics, mutation pressure, species families, and long-running simulation data. |
| Data-oriented runtime | Unity ECS systems structured for Burst-friendly simulation loops. |
| UI and debug surfaces | UI Toolkit menu, dashboard, creature overlay, DNA rows, species list, and chemical debug overlay. |
- Engine: Unity
6000.3.4f1 - Runtime architecture: Unity ECS / DOTS
- Rendering: Universal Render Pipeline
17.3.0, Entities Graphics, VFX Graph - Input/UI: Unity Input System and UI Toolkit
- Core language: C#
Assets/
|-- Art/ shaders, materials, meshes, textures, VFX
|-- Resources/ prefabs, balance data, runtime resources
|-- Scenes/ playable scenes and subscenes
|-- Scripts/
| |-- Authoring/ MonoBehaviour authoring and bakers
| |-- Components/ ECS component data
| |-- Core/Genome/ genome v5.2 runtime
| |-- Systems/ simulation systems
| |-- UI/ UI controllers
| `-- Utilities/ helpers and debug tooling
`-- UI/ UI Toolkit documents and styles
Current technical notes:
docs/GENOME.md- active genome v5.2 implementation notes.docs/SYSTEMS.md- scene, authoring, runtime system, environment, and UI overview.docs/TESTING.md- current test strategy and Unity batchmode command.
Repository policy:
CONTRIBUTING.md- feedback and contribution rules for a source-available project.SECURITY.md- private reporting guidance.
- Install Unity
6000.3.4f1or a compatible Unity 6 editor. - Open this folder in Unity Hub.
- Let Unity restore packages from
Packages/manifest.json. - Open
Assets/Scenes/MainMenu.unityfor the configured entry scene. - Use
Assets/Scenes/SampleScene.unityfor a direct simulation scene when working inside the editor.
If binary assets are stored through Git LFS, run git lfs install before the first clone or checkout.
Generated Unity folders are intentionally ignored: Library, Temp, Logs, UserSettings, profiler captures, IDE files, recovery copies, generated solution files, and build artifacts.
The old implementation reports, setup checklists, Unity tutorial assets, and historical genome drafts were removed from the public tree because they described earlier iterations or contradicted the current code. Public documentation should stay compact, current, and tied to implemented systems.
This repository is source-available, not open-source.
You may view the code for evaluation and reference. You may not redistribute it, publish forks, create derivative public repositories, or use it commercially without prior written permission from the copyright holder. Commercial permission, when granted, requires visible attribution.
See LICENSE.md for the full terms.
Public hosting platforms may expose a technical "Fork" button. That platform feature does not grant permission to publish, redistribute, or commercially use this project outside the license terms.
