How I test NPCs without ever launching the game

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Summary

This article explains how to test NPC logic in a Unity project without running the full game client. It describes a headless simulation setup that separates logic ticks from rendering and uses a null visual layer to keep tests fast and deterministic. It also shows how ECS, HTN, A* pathfinding, and scheduled tick phases work together in the simulation loop. The author demonstrates automated tests that validate gameplay state transitions such as reserving a seat, sitting down, and releasing the seat. The main takeaway is that a headless architecture can make complex game logic easier to test and maintain.

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