Shipping Feelings: More Expressive, Responsive Emotions for Unity Characters

Feelings gives NPCs connected emotional states that respond to gameplay events. This update adds more ways to shape those responses over time and tune them per character.

Make emotions respond over time

Characters can now smooth sudden reactions, dampen repeated stimuli, and gradually return feelings toward a baseline. Reusable stimulus profiles turn gameplay events into emotional inputs, while personality profiles let the same event affect different characters in different ways.

You can also set custom limits for individual feelings, including values reached through connected-feeling effects. The existing map model still handles cascades: change one feeling and its configured relationships update the others.

Author and inspect emotion maps

Feeling maps can be authored as ScriptableObjects and inspected as graphs. The new EmotionSimulationDemo includes an Edit Mode preview and a Play Mode interaction: a threat raises Anger, and an Anger-to-Fear effect shows the cascade.

Persistence has also been hardened. The update improves snapshot validation and save recovery, makes file-based saves respect approved locations, and disables BinaryFormatter loading and saving. Optional tamper detection now requires an explicit secret.

Feelings remains built around a thread-safe core and predefined maps, with persistence adapters available for common Unity storage options. Optional third-party adapters still depend on their corresponding SDKs and project setup.

Get Feelings on the Unity Asset Store.