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Eliot - AI Framework

Create high quality AI in a matter of minutes with the help of visual programming and a library of algorithms that are ready to provide your Agents with almost any type of interaction you might want in your game.

Eliot is a set of tools that focus on letting you prototype and build characters (AI) in your games with as little distraction as possible. Focus on what is truly important to achieve the goal faster!

What makes Eliot outstanding? The amount of time you need to put into prototyping and/or building AI for your projects and the ability to think about WHAT you want to create and not HOW to create it. How is that achieved? By unique set of features that include built-in Visual Scripting, Skills, Waypoints and a rich system of simulation of a physical body of your Agents.

?? Manual: Detailed description of all of Eliot's subsystems.

?? Tutorials: A series of tutorials that feature possible real-world applications.

?? Forum: An official forum thread where we can discuss things together.

?? Demo projects: Download games made with Eliot and see it in action! "Try" buttons under features list.

?? Example Project: See an example of applying Eliot for a rapid creation of AI in a project, which is included in the package.

?? Source code included: Get full access to all Eliot's code to be able to fit it better to your project if you need to!


? Visual Scripting: Build complex behaviours within minutes. Take advantage of the power of visual scripting to edit behaviours on a human-language level as fast as you can verbalise it.

? Perception: Eliot Agents use rays to understand the world around them, being able to support Stealth genre as well as classical RPG style perception.

? Motion: Agents can move around using a system built with Unity NavMesh, A* Pathfinding Project Pro or with anything you extend it with. Includes a library of algorithms ready to provide you with almost any type of motion you might need in your game, such as walking, running, dodging, patrolling etc. Also includes turret mode.

? Inventory: Agents can pickup, use, wield and drop items. Items can be treated as weapons, potions, coins, resources etc.

? Resources: Agents live, die, use energy for actions. Take advantage of a system that lets Agents use resources, such as Health and Energy, to interact with each other and with the world by adding or subtracting these resources.

? Skills: Attack, heal, cast spells... you name it. Encapsulate almost any type of interaction in a file to later call it by name when it is necessary or desired.

? Waypoints: Spawn, pool, follow path, define territories. Eliot's Waypoints system lets you create a group of waypoints by simply clicking on a surface where you want a new Waypoint to be. You can use it to spawn prefabs inside the defined area in the Editor as well as in the Play mode or as a path with an option to change an Agent's Behaviour after it has reached a specific Waypoint.

? Optimization: Eliot can handle more than you probably need. Eliot Agents have multiple properties that let you optimize the performance if necessary by simply changing a value.

? Dynamic 'smartness' of AI: Difficulty of the game can be configured with just a few parameters on agents even without the reconfiguration of an Agent's HP or skills.

? Animation: Seamlessly integrate the system with the work of your designer. Eliot supports Mecanim as well as Legacy animations.

? Experiment-friendly: Copy and edit files of Skills and Behaviours without the need to worry about breaking anything.

? Audio: Just set desired audio clips for pretty much any of an Agent's actions.


? New type of Nodes: A new type of nodes that would let your Agents pick actions based on their previour experience.

? Eliot Hub: A place where you can find Behaviours that you need for your project along with Skills that are used by Behaviours.

? Embedded UI system: Ability to display stats, like health and energy of your Agents on the screen in just a few clicks.

? Library to be Extended: More functions will be added to Eliot's components which will be accessible from the Behaviour Editor (e.g. jumping, crouching etc.).

? Copy & Paste Parts of Behaviours: Enable the User to copy selected nodes in the Behaviour Editor to duplicate them or paste them into another Behaviour.

? Detach implementation from Eliot components: Make common interfaces for Eliot's Agent Components and move implementation into separate classes, letting the User to extend any of them with custom algorithms, engines, libraries etc.

? Let me know if you have any ideas: Feel free to contact me on the official Eliot website.

? WHAT'S NEW IN 1.2.1?

? Ootii - Third Person Motion Controller integration!

? Two Cubes - Game Kit Controller integration!

? Invector - Third Person Controller integration!

? Opsive - UFPS: Ultimate FPS integration!

? Opsive - Ultimate Character Controller integration!

? Pixel Crushers - Love/Hate basic integration!


? A* Pathfinding Project Pro: The A* Pathfinding Project is a powerful and easy to use pathfinding system for Unity. With blazing fast pathfinding your AIs will be able to find the player in complex mazes in no time at all. Perfect for TD, FPS and RTS games.

? Playmaker: The powerful visual scripting solution used in Hearthstone, INSIDE, Hollow Knight, The First Tree, Dreamfall Chapters and more.

? Pixel Crushers - Love/Hate: Love/Hate is a relationship and personality simulator for Unity. It models characters’ feelings about each other using emotional states and value-based judgment of deeds.

? Ootii - Third Person Motion Controller: The Motion Controller is an animation framework and character controller for any character and any game.

? Two Cubes - Game Kit Controller: GKC is a powerful engine which allows you to create most type of games very easily. Including a third/first person controller with seamlessly camera view, to cover almost any genre: shooter, adventure, action, puzzles, fixed camera horror/thriller, story telling, fast or slow paced type, 2.5d, top down, point & click, isometric, ...

? Invector - Third Person Controller: Developing a 3rd Person Controller is really hard and takes too much time, so we developed this awesome template so you can set up a character controller in less then 10 seconds, leaving space for you to focus on making your game!

? Opsive - UFPS: Ultimate FPS: UFPS version 2 was built from the ground up leveraging the best parts of version 1 of our controllers, which have been on the Asset Store for many years and have resulted in a solid code base. A no compromises approach was taken during development when determining how to implement a feature: opting to have an extremely polished asset instead of quickly rushing a particular feature out the door.

? Opsive - Ultimate Character Controller: The Ultimate Character Controller was built from the ground up leveraging the best parts of UFPS and the Third Person Controller, both of which have been on the Asset Store for many years and have resulted in a solid code base. A no compromises approach was taken during development when determining how to implement a feature: opting to have an extremely polished asset instead of quickly rushing a particular feature out the door.