Deterministic Logistics Core
Included systems: Graph core: stable-ID identity, topology compiler, canonical ordering, validation with ... The public Runtime API lets scripts compile topologies, create and tick worlds, ...
by FGenius Dev
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Architecture
- 4 assembly definitions: Core.Runtime, Core.Burst, Core.Authoring, Core.Editor
- Core.Runtime has zero UnityEngine and zero Editor dependencies — headless/server safe
- No public API exposes NativeArray; managed and Burst backends are interchangeable
- No singletons, no static state, no assembly scanning, no reflection at runtime
Determinism
- 128-bit stable IDs for every node, port, and edge
- All authoritative quantities are checked integers — no floating point in game state
- Entities sorted by stable ID at compile time; arbitration by priority, then stable ID
- Burst jobs compute proposals in parallel; commit is single-threaded and canonical
- 64-bit state hash exposed every tick for replay and desync comparison
Persistence
- Immutable snapshots captured at committed tick boundaries
- CRC-checked binary save envelopes with schema versioning and a migration registry
- Restore validates topology identity and state hash before exposing a world
- Storage is a customer-implemented interface — no file paths owned by the package
Diagnostics
- ~60 stable diagnostic codes (DL-GRAPH-, DL-ID-, DL-MUT-, DL-SAVE-)
- Every code documented with cause and recovery steps
- Benchmark runner returns dataset identity, timing percentiles, measured GC allocations, and the final state hash so results are reproducible
Contents
- 3 sample scenes: Generic Packet Flow, Runtime Construction & Save, Broken Networks
- 5 starter presets, full C# source, 12 markdown documentation files
- Editor windows: Network Studio, Setup Wizard, Runtime Monitor, Setup & Diagnostics, Upgrade Assistant
Requirements
- Unity 6000.5.3f1 (verified; 6000.4.0f1 also tested)
- Burst 1.8.29 or newer, Collections 6.5.0 or newer (Unity Package Manager)
- URP 17.5.0 or newer to render the sample scenes
- Built-in Physics module, used only by colliders in the sample scenes
Verified Scope
- Editors: Unity 6000.5.3f1 (URP 17.5), 6000.4.0f1 (URP 17.4)
- Player: Linux x64 Mono
- Render pipeline: URP
- Everything outside this list is untested, not unsupported — see Limitations
Deterministic Logistics Core is a runtime-ready Unity package for building simulation systems that must reproduce exactly: item transport, factory chains, resource flow, production networks, throughput puzzles, and any custom system where the same inputs have to produce the same result every run.
The package is built around a deterministic graph solver. Content is described as nodes, ports and edges with durable 128-bit IDs, compiled into an immutable topology, and advanced in whole fixed ticks. All authoritative quantities are integers, so the same commands over the same tick count always commit the same 64-bit state hash — on the managed backend and the Burst backend alike.
Included systems:
- Graph core: stable-ID identity, topology compiler, canonical ordering, validation with stable issue codes, Source / Buffer / Sink node behaviours, and custom node providers.
- Deterministic worlds: fixed-tick lifecycle, managed reference backend, Burst/Jobs backend behind the same interface, per-tick state hashing, and ordered post-commit events.
- Runtime mutation: atomic batches that add, update or remove nodes, ports and edges on a live world, with revision checks, capacity validation, and explicit removal policies for non-empty nodes.
- Persistence: immutable snapshots, CRC-checked save envelopes, schema versioning with a migration registry, and checkpoints that preserve topology revision and mutation state.
- Diagnostics: stable diagnostic codes with cause and recovery for every failure, compile reports, a live Runtime Monitor, and a reproducible benchmark runner.
- No-code authoring: ScriptableObject profiles and networks, a scene binding component, starter presets, and a Setup Wizard that never touches your project settings.
The package includes four assemblies, three sample scenes with commented source, starter presets, twelve documentation files, and editor windows for graph authoring (Network Studio), project setup (Setup Wizard, Setup & Diagnostics), live inspection (Runtime Monitor) and upgrades (Upgrade Assistant).
You can author networks visually in Network Studio or build them entirely from code. The public Runtime API lets scripts compile topologies, create and tick worlds, submit mutation batches, capture and restore snapshots, read committed state and hashes, register custom node providers, and subscribe to post-commit events. Core.Runtime has no UnityEngine dependency, so it can be linked from a dedicated server.
Suitable for:
- Factory automation games
- Base-building and colony sims
- Tycoon and management games
- Puzzle games built on flow and throughput
- Replay systems, lockstep multiplayer, and deterministic tests
- Any project that needs simulation state to be reproducible and savable
This is a foundation package focused on the deterministic runtime and its authoring tools. It does not include belts, trains or fluid networks — those are separate products, or the Deterministic Logistics Complete Bundle. It does not include tests, publisher tooling, or a demo showcase scene.
Verified on Unity 6000.5.3f1 and 6000.4.0f1, URP, Linux x64 Mono player. Other Unity versions, platforms, scripting backends and render pipelines are untested rather than unsupported. Requires Burst 1.8.29+ and Collections 6.5.0+; URP 17.5.0+ is needed only to render the sample scenes.
Asset contains no bundled third-party art, audio, fonts or code. It references the Unity Burst, Collections and Universal Render Pipeline packages under their respective Unity package terms; see the Third-Party Notices file in the package for details.