Behaviour architecture
Revising agent decisions, target commitment, retry states, queue lifecycles, and task-to-route translation.
Team product / Social digital twin
A living simulation environment for studying how people move, choose, wait, and experience complex buildings.
How can a building model include people as active, uncertain participants rather than static occupancy values?
TectoTrack combines a digital building environment with agent-level decisions, routing, queues, services, accessibility rules, and reportable simulation data.
TectoTrack is not a rendered copy of a building. Its digital environment stays connected to a simulation graph, Function Objects, agent tasks, vertical transportation, service queues, and analytical outputs.
The central design problem is behavioural: an agent must perceive available choices, commit to a destination, move through multiple levels, react to congestion, and still remain explainable when something goes wrong.
Revising agent decisions, target commitment, retry states, queue lifecycles, and task-to-route translation.
Multi-level paths, stairs, escalators and elevators, including wheelchair-compatible reachability.
Helping structure the FBX and metadata pipeline so design models enter Unity with consistent coordinates and semantics.
Turning debugging history into architecture decisions, invariants, test gates, and maintainable technical documentation.
The agent receives a persona, task sequence, location, constraints, and available services.
The decision layer selects a reachable target without confusing intention with intermediate route objects.
Navigation, queues, level transitions, capacity, and other agents continuously shape the path.
Movement, waiting, density, service use, and failure states become analysable evidence.
Explicit FIFO order, slot ownership, vacancy propagation, overflow policy, and collision-safe movement.
A persistent simulation shell is separated from visual chunks to control memory without changing agent logic.
Incomplete routes, stale callbacks, unreachable services, and state conflicts are documented rather than silently hidden.
Coordinate, lifecycle, readiness, and ownership contracts keep a large collaborative codebase understandable.
The platform demonstrates a substantial, working simulation architecture for complex facilities. Behavioural realism still requires calibration against observed people and project-specific data; a convincing animation alone is not validation.
TectoTrack is a Morphotect team product led by Ali Jabbari. My work sits inside a much larger collaborative Unity, simulation, data, and product effort.