Ceres Ceres

Build gameplay.
Extend behavior visually.

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https://github.com/AkiKurisu/Ceres.git?path=Packages/com.kurisu.ceres
Ceres visual scripting editor

From iteration to runtime

Visual logic without a throwaway execution path.

Debug and hot reload Flow graphs while iterating. Generate typed C# runtime programs when the same graph needs production execution.

Explore FlowCode generation
Ceres Flow graph editor

Why Ceres

A focused stack for gameplay programmers.

Use the parts you need. Keep your C# architecture in control.

01

C#-first visual scripting

Expose typed APIs to Flow, iterate with live graphs, then generate C# for performance-sensitive and IL2CPP builds.

02

Actor-based world design

Build on a lightweight scaffold of Actors, Components, controllers, and lifecycle-managed world services.

03

Data-driven gameplay

Author typed Data Tables and hierarchical configuration, then tune live parameters through console variables.

04

Graph-driven content pipeline

Create deterministic Addressables builds, validated updates, and relocatable runtime content packages.

05

PlayableGraph animation

Compose clips and Animator Controllers with cross-fades, layers, masks, sequences, and notifications.

06

Low-overhead foundations

Use pooled lifetimes, sparse storage, reactive state, and allocation-free scheduling paths in hot gameplay code.

Start with the architecture you need

Bring Ceres into your Unity project.

Read the documentation Browse the API
Copyright © 2026 AkiKurisu · A Unity framework designed with visual scripting and flexible workflows · Generated with DocFX