Creature Framework 30 -

Skin, fur, scales, or chitin are woven on-the-fly based on the creature’s ecological role (e.g., desert creatures get reflective scales; aquatic ones get bioluminescent patterns). No two creatures share identical textures unless explicitly cloned.

Gone are the old CreatureRoot and CreaturePart components. Version 30 consolidates everything into the CreatureRendererV30 script.

using CreatureFrameworkV30;

public class PlayerCharacter : MonoBehaviour private CreatureRendererV30 creature; public AnimationClip walkCycle; creature framework 30

void Start()
creature = GetComponent<CreatureRendererV30>();
    // Load a high-fidelity mesh
    creature.LoadCreatureAsset("Characters/Dragon_v30.cef");
// Enable GPU Skinning
    creature.SetSkinningMode(SkinningMode.GPU_Compute);
// Play animation
    creature.Play("idle_breathing", loop: true);

The developer (Kestrel Moon Studios) has released a roadmap for v30.x:

Every action costs more than stamina. CF-30 tracks caloric budgets, waste heat, and biochemical pathways. Creatures must eat, rest, thermoregulate, and adapt their behavior when injured or starving. Skin, fur, scales, or chitin are woven on-the-fly

Key feature: Energy loop visualization — GMs and devs can see exactly why a predator abandons a chase or why a herbivore migrates.