Animated heart rate, ECG and patient vitals displays for Unity, built to read like the real thing. Drop in a prefab, set a heart rate, and you have a running monitor.
A display layer. Bring your own source. It draws the numbers you give it, wherever they come from: your game state, your own simulation, or a heart rate plugin you already own. Those plugins produce a number and draw nothing. This is what draws it.
Written for two audiences and equally for both. Games - horror, sci-fi, medical drama, anything with a bedside or a medbay in it. Medical simulation - where the screen has to behave like a monitor while your own software decides what the numbers are.
Everything you see is data, not code. Rhythms and styles are ScriptableObjects. Duplicate one, change the fields, and it is yours - a new rhythm, a new look, no scripting, no enum to extend, no recompile. An editor preview window draws a preset while you edit it, without entering play mode.
It animates rather than loops. Every vital is continuously animatable on an AnimationCurve, and one rhythm crossfades into another over a duration you set. So you can fade a trace to a flatline over thirty seconds and land exactly on the flatline event. Assets built from looping clips cannot do that.
What it is not. Not a medical device, and not a sensor integration - it reads no watch, chest strap or hardware of any kind. It does not model cause and effect: no defibrillation, no drug response, no physiology. Not in this version: waveform analysis, twelve-lead output, networked monitors, data export.