Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $20.99. The latest store price is $29.99.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $29.99 | Latest store price | |
| $29.99 | Unity First Price 2026-10-07 2026-10-07 | |
| $20.99 | Unity New Release Discount 2026-10-07 2026-10-21 | |
| $20.99 | Unity New Release Discount 2026-10-07 2026-10-21 |
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Living World NPC System
- Tools, Systems & Learning > Game Templates & Systems
- Tools, Systems & Learning > Development Tools & Automation
Drop ambient life into any Unity scene. Add one component — or run a wizard — and NPCs start roaming, following routes, visiting points of interest, playing job animations, and showing the right held tool. Works with a baked NavMesh or with direct Transform movement, so it fits a village interior and an empty test scene equally well.
No third-party assets. No extra packages to import. Built-in, URP, and HDRP all work.
What NPCs can do
• Roam Radius / Roam Area — wander inside a sphere or a box you draw in the scene
• Patrol — follow a waypoint path (loop, ping-pong, once, or random)
• Seek Point — walk to a point of interest and perform an activity (mine, farm, sit, fish…)
• Idle — stand still, or use it as one step in a longer day
• Routines — chain behaviours into a schedule: work two minutes, stroll the square, sit on a bench, repeat
Setup in minutes, not a week
• Setup Wizard — movement, behaviour, character prefab, animations, layout, then Create in Scene. Builds the crowd, the area/path/points, agents, animator wiring, and a pooled spawner
• Make Selection Wander — pick existing characters and apply agent, props, sockets, and an Animator Controller in one undo step
• Leave the prefab empty to get placeholder capsules and see the system immediately
• If NavMesh is selected but nothing is baked, the wizard falls back to Transform so NPCs still walk
Animations and held equipment
• Generate or update an Animator Controller: Idle, Walk (IsMoving), optional Speed, plus job states
• Structures: Single Loop (bool) or Begin / Loop / Stop (trigger–bool–trigger)
• Activity Definition assets keep parameter names in one place — point, animator, and prop binder cannot drift (IsMine vs IsMining)
• Prop Binder shows/hides tools (pickaxe, rod, hoe) when the matching activity is active
• Hand sockets auto-detected: B-handProp.R/L, then B-hand.R/L, Mixamo names as fallback
• Avatar field for Humanoid rigs
Crowds that stay cheap
• Shared update driver — not one Update per NPC
• Destination decisions are budgeted across frames so a large crowd does not spike a single frame
• Pooled Wander Spawner with weighted prefab mix; fill and clear without allocating after the first pass
• Shared Profiles retune speed, radius, and timing for a whole population in one asset
For designers and programmers
Scene gizmos and custom inspectors. Scene Overview validates missing parameters, empty areas, and name mismatches. C# events and UnityEvents on agents and points. Swap point selection (IWanderPointSource) or animation driving (IWanderAnimationDriver) without forking the package.
Includes
Demo scenes and dummy characters, starter point categories, example profiles, routines, and activity definitions.