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Component: MimicController.cs
using UnityEngine;
public class MimicController : MonoBehaviour
[Header("Mimicry Settings")]
public float mimicRange = 5f;
public float mimicDuration = 10f;
public Material glitchMaterial; // Custom shader material
private GameObject currentDisguise;
private bool isMimicking = false;
private float mimicTimer;
void Update()
if (Input.GetKeyDown(KeyCode.E) && !isMimicking)
TryToMimic();
if (isMimicking)
mimicTimer -= Time.deltaTime();
// Apply "Imperfection" visual effects over time
float instability = Mathf.PingPong(Time.time, 1f);
glitchMaterial.SetFloat("_StaticAmount", instability);
if (mimicTimer <= 0)
BreakMimicry();
void TryToMimic()
Collider[] hits = Physics.OverlapSphere(transform.position, mimicRange);
foreach (var hit in hits)
if (hit.CompareTag("Mimicable"))
InitiateMimicry(hit.gameObject);
break;
void InitiateMimicry(GameObject target)
isMimicking = true;
mimicTimer = mimicDuration;
currentDisguise = target;
// Hide Player Mesh
GetComponent<MeshRenderer>().enabled = false;
// Instantiate Fake Object
GameObject disguise = Instantiate(target, transform.position, target.transform.rotation);
disguise.transform.parent = this.transform;
// Apply "The Tell" (e.g., slight color shift to identify player)
Renderer[] renderers = disguise.GetComponentsInChildren<Renderer>();
foreach (var r in renderers)
r.material = glitchMaterial;
void BreakMimicry()
isMimicking = false;
// Destroy disguise object and re-enable player mesh
foreach (Transform child in transform)
Destroy(child.gameObject);
GetComponent<MeshRenderer>().enabled = true;
At its core, The Copycat is a first-person psychological horror puzzle game. However, labeling it merely a "horror game" feels reductive. Version 1.0.0 marks the "full mirror" update—a complete narrative and mechanical overhaul from the earlier alpha builds that circulated on indie forums last year.
The Premise: You play as Alex Mercer, a session musician recovering from a career-ending case of imposter syndrome. You’ve accepted a late-night gig at an isolated recording studio called "Echo Chamber Studios." Your job is simple: lay down backing tracks for a mysterious artist named "The Secondary." The Copycat -v1.0.0- By PiggyBackRide Productions
The twist? When you arrive, the studio is empty. The sheet music is written in your handwriting. And the playback loop isn't music—it’s a recording of your own voice, layered thousands of times, slowly degrading into screams.
The "Copycat" of the title is not a person. It is a glitch in reality that begins to mimic your every action. Open a door? The Copycat opens the closet behind you. Pick up a key? The Copycat picks up a knife. Component: MimicController
As part of the Copycat -v1.0.0- project by PiggyBackRide Productions, I'd like to propose a new feature called "Echo". This feature will allow the Copycat to mimic the behavior of another character or entity in the game, essentially creating a duplicate of the target's actions.
Independent Horror Meets Existential Tech At its core, The Copycat is a first-person
In the crowded landscape of independent game development, it takes a special kind of nightmare to stand out. While studios chase photorealism and 100-hour open worlds, the truly unsettling experiences often come from smaller, more focused teams willing to ask the hard question: What if the scariest thing in the room wasn't the monster, but you?
Enter PiggyBackRide Productions, a studio known for its psychological depth and lo-fi aesthetic terror. With the release of The Copycat -v1.0.0-, the team has officially moved from "one to watch" to "the reason you unplug your webcam at night."
In addition to the free simulation software, we supply learners with a free book! AnyLogic in Three Days, the practical tutorial book from the software developers, is designed for use in self-education and university environments. It is ideal for studying modeling and simulation along with the free AnyLogic PLE simulation software.
It contains learning examples of all three modeling methods: • Agent-based • Discrete event • System dynamics
Download the book for free from our website.
Number of Agent Types in One Model
limited to 10
Number of Embedded Agents/Blocks in One Agent
limited to 200
Number of System Dynamics Variables in One Agent
limited to 200
Number of Dynamically Created Agents
limited to 50 000