Unity / Systems Architecture

Unity Game Systems & Architecture

Practical DTWorldz notes about Unity GOAP AI, save/load architecture, weather simulation and the boundaries between connected game systems.

Topic overview

What these notes examine

This collection explains how DTWorldz separates state, decisions and presentation in Unity. The emphasis is on inspectable contracts: world-state keys that a planner can reason about, save handlers with explicit identities and load order, and weather data that can affect both atmosphere and survival rules.

These are production notes rather than universal recipes. Each article records the trade-offs and incomplete edges alongside the approach, so developers can see where a small implementation is useful and where it still needs stronger validation, tooling or scale testing.

Recurring themes

  • GOAP preconditions, effects, priorities and replanning
  • Versioned save data, stable identity and recovery paths
  • Time, seasons, weather and survival modifiers

Indexed notes

Latest Systems notes

5 first-hand articles connected by this topic, ordered from the most recent publication.