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HUD & Monitoring

The HUD lets you watch the ecosystem with a multi-camera grid and per-camera overlays (energy, age, role, reproduction timers). It’s designed for quick validation and balancing.

HUD grid

In this article


What you get

  • Grid of cameras (e.g., 3×3) that auto-attach to random flora/fauna.
  • Overlays with role, age, energy bars, birth timers.
  • Toggle on/off with a single hotkey.
  • Retargeting (optional) to cycle through interesting agents.
  • Non-destructive: no dependency on your gameplay UI.

Tip

Use HUD during balancing sessions, then disable it for production builds.


Quick start

  1. Drag the HUD prefab (or EcosystemHUD GameObject) into your scene.
  2. Set Rows/Columns (e.g., 3×3), Build On Play = On.
  3. Choose a Target Mode (e.g., “Random Any”).
  4. Press Play. Toggle with H.

Recommended first run - Rows × Cols: 3 × 3 - Target Mode: Random Any - Retarget Interval: 20–40 s - Show Overlay: On


Camera grid

Setting What it does Notes
Rows / Columns Grid layout 2×2 (light), 3×3 (rich), 4×4 (heavy)
Build On Play Auto-create cameras on Play Turn off if you build the grid manually
Screen Padding Margin around grid Avoids UI overlap
FOV Per-camera field of view 50–65 works well for wildlife
Follow Mode Static / Soft Follow / Hard Follow Soft adds gentle smoothing
Layer Mask What cameras render Exclude heavy debug layers

Avoid duplicates

If you already placed a custom grid, disable Build On Play to prevent a new set of cameras being created each time you press Play.


Target selection

HUD can pick what to watch in different ways:

Mode Description Use when
Random Any Random among GrowthAgent and AnimalAgent General overview
Random Flora Only plants Watching propagation/pollination
Random Fauna Only animals Predator–prey loops
Weighted Bias by role (e.g., more pollinators) Focus on specific loops

Retargeting - Each camera can retarget (e.g., every 30 s) to keep the view fresh. - Retarget locks are respected during linger (so predators can catch grounded pollinators).

Consistency - HUD keeps a stable mapping (camera i ↔ overlay i) so labels always match the view.


Overlay info

Each camera shows an overlay card:

  • Title: species/asset name + role icon
  • Vitals: Energy bar, Age (days), Maturity
  • Behavior: Hungry/Foraging, Linger time, Reproduction timer
  • For plants: Size %, Mature/Immature, Seeding rate (incl. pollination boost)
Element Source
Energy / Linger AnimalAgent runtime fields
Role / Locomotion AnimalAgent inspector values
Seed chance / Size GrowthAgent
Labels Prefab/GameObject names (sanitized)

Note

Overlays update even if the camera is not retargeting. If a tracked agent despawns, the slot marks as lost and retargets on the next interval.


Hotkeys

Key Action
H Toggle HUD (grid + overlays)
R Rebuild / rescan targets now
← / → Cycle highlight across cameras (focus mode)
1…9 Quick focus on that camera cell (if enabled)

Hotkeys can be remapped in the HUD’s inspector.


Advanced setup

Persistent monitors

  • Place the HUD in your bootstrap scene and set Build On Play = Off after the first build if you want to lock the layout.
  • Or keep it On during iteration; just remember it’ll rebuild each Play.

Manual slots

  • You can assign a specific target to a given slot (e.g., the busiest flower patch).
  • Set Target Mode = Manual for that slot and drag a reference to the target.

Cinemachine (optional)

  • Replace the internal cameras with CinemachineVirtualCamera references for fancier movement; the HUD just needs a Camera per slot that follows a transform.

Performance

  • Cameras are expensive. Prefer 2×2 or 3×3 during gameplay; 4×4 is for debugging on beefy machines.
  • Reduce Retarget Interval frequency; no need to scan every second.
  • Lower overlay refresh rate (e.g., 5–10 Hz) for very large scenes.
  • Limit Sense Radius on agents; it’s often the real CPU hog.

Tip

During heavy profiling, use 1×2 (two tall views) to deep-dive into predator–prey windows without tanking FPS.


Troubleshooting

“Cameras keep multiplying every time I press Play.”
- You left Build On Play = On while also keeping previous cameras in the scene. Disable it or delete the old grid.

“Overlay shows wrong info for the camera.”
- Ensure index order is preserved: the HUD pairs camera slot ioverlay slot i.
- If you modified the layout at runtime, press R (Rebuild).

“HUD is empty.”
- No registered agents found yet. Spawn flora/fauna first, or press R after seeding completes.
- Check Layer Mask; cameras might be rendering nothing.

“All cameras are black.”
- Scene lighting/culling/layers may be misconfigured. Temporarily set a default layer on the cameras and retest.

“Pollinator windows are hard to see.”
- Increase post-interact linger (birds ~30 s), and ensure flowers have small trigger colliders so visits register.


See also

  • Seeding (Editor) — ratios, underwater filters, reproducible layouts
  • FloraGrowthAgent and pollination boost
  • Fauna — roles, linger, reproduction