Warweaver is the Brain. Unity is the Body. They communicate via telemetry. No coupling. No shared state. No "why is my simulation breaking my rendering?" mysteries.
We're focused. Unity 6+ is the target. We're building the best product we can for Unity developers. Additional engines may come later, but right now we're solving the Unity problem.
// Unity Package Manager (Recommended)
// Add via manifest.json or Package Manager UI
// 1. Open Package Manager
// Window → Package Manager
// 2. Click "+" → "Add package from git URL"
// 3. Enter package URL:
// (Package URL provided via email after evaluation approval)
// 4. Unity will download and import automatically
// Dependencies (.NET Standard 2.1) are resolved automatically
// Manual Installation (Alternative)
// For evaluation builds or custom setups
// 1. Download Warweaver package (.unitypackage)
// Provided via email after evaluation approval
// 2. Import into Unity
// Assets → Import Package → Custom Package
// Select warweaver-kernel.unitypackage
// 3. Verify namespace is available
using Warweaver.Kernel;
// 4. Check for compilation errors
// Ensure Unity 6.0+ and .NET Standard 2.1 compatibility
// Verify Installation
// Quick smoke test to confirm Warweaver is loaded
using Warweaver.Kernel;
using UnityEngine;
public class WarweaverSmokeTest : MonoBehaviour
{
void Start()
{
// If this compiles, Warweaver is installed correctly
var schema = new WorldSchema();
Debug.Log("Warweaver Kernel: INSTALLED");
}
}
// Expected Output:
// Warweaver Kernel: INSTALLED
// If you see compilation errors, verify:
// - Unity version is 6.0 or higher
// - Package was imported completely
// - No conflicting dependencies
This is how you wire the Brain to the Body. The kernel handles cognition. Unity handles rendering, physics, and game logic. They don't touch each other's internals. Strict boundaries. No coupling.
Create your world schema: attributes, operators, and archetypes. This is configuration data, separate from runtime execution. You do this once, before Tick 0. The schema locks. No mid-simulation changes. This is "The Bake."
Your Unity scripts inject signals into the kernel (events, player actions, world state changes). The kernel processes these deterministically in the next tick. No immediate side effects. No Unity callbacks from the kernel. Clean separation.
Step the simulation at fixed timestep (30 TPS). Read telemetry snapshots (alloc-free structs) to drive Unity rendering and UI updates. The simulation runs on its own thread. Rendering runs at 144fps. They don't block each other.
Use reasoning traces to debug agent behavior. Understand why agents made specific decisions at specific ticks. Replay the exact tick with the same seed. Same result. No guessing.
See the Execution Loop section on the homepage for detailed code examples of each step.
Warweaver is the Brain. Unity is the Body. We don't render. We don't do physics. We don't manage assets. We don't handle networking. We think. You visualize. That's the boundary.
Implementing Warweaver requires understanding Data-Oriented Design. It requires ripping out your current AI architecture. If $300 is a blocker for your studio, you probably don't have the runway to finish a civilization-scale simulation anyway. I'm trying to save us both time.
This is a closed technical preview. Not production-ready. The $300 fee filters serious teams from hobbyists. If you're serious, request evaluation access.
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