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🎮 Enemy&NPC AI – Modular, Scalable, and Production-Ready AI Framework for Unity
Enemy&NPC AI is a fully modular, high-performance AI framework purpose-built to deliver intelligent, reactive enemy and NPC behaviors in Unity. Whether you're building a stealth-action game, open-world RPG, or third-person shooter, this system provides a complete foundation for AI behavior, combat, perception, and player interaction—without requiring custom AI code.
Designed for extensibility and rapid development, it includes FSM-based behavior logic, perception systems, advanced combat, respawning, editor tooling, and customizable configurations via ScriptableObjects.
Perfect for both solo developers and professional teams.
🧠 Finite State Machine-Based Behavior System
At the core is a robust FSM (Finite State Machine) architecture that enables dynamic transitions between states based on real-time data. Prebuilt, extensible states include:
- Patrol (Loop, PingPong, Random)
- Idle (wandering or animation-only)
- Alert & Search (investigate last known location)
- Chase (pathfinding + obstacle avoidance)
- Combat (melee or ranged)
- Flee (from player or threat)
- Follow (companions, guards, escorts)
- Dead (handles death and respawn)
Each state is modular and override-ready, enabling tailored behaviors for specific enemy types or scenarios.
👁️ Perception System: Vision, Hearing, and Stealth
Simulate realistic AI awareness with combined raycast-based vision and dynamic hearing logic:
- Field of View: Configurable radius and angle using raycasting
- Hearing: Detects sounds such as footsteps, jumping, and attacks
- Noise System: Player movement and actions emit sound for AI detection
- StealthEvaluator: Automatically filters detection if the player is crouching, hidden, or behind obstacles
- Real-time gizmo visualizations for tuning detection areas in-scene
⚔️ Smart Combat & Hitbox System
Deliver tactical and responsive AI combat using an advanced hitbox-driven attack system:
- Melee and ranged attack logic (custom colliders or OverlapSphere)
- Configurable WeaponData for multiple attack types, ranges, and cooldowns
- Animation-based attacks with hit reaction support
- Damage routing via hitboxes (e.g., headshots or limb-specific damage)
- Real-time gizmos for attack range visualization
- Seamless integration with Unity’s Animator system
🧭 Patrol and Navigation Logic
Built-in navigation features ensure believable movement and route planning:
- Configurable PatrolPath with Loop, PingPong, and Random modes
- Wait times between points and smooth turning logic
- Automatic return to patrol state after disengaging from the player
- Full Unity NavMeshAgent support with off-mesh link compatibility
🧩 Behavior Configuration with ScriptableObjects
Every behavior is driven by data, enabling rapid configuration and reuse:
- EnemyAIConfigSO defines speed, perception ranges, attack types, animation triggers, thresholds, and more
- Supports behavior presets like Hostile, Passive, Friendly, Chase-only, Attack-only, etc.
- Future support for Faction system (team-based logic)
💀 Health, Damage & Respawning
A centralized and modular health system allows for advanced combat feedback:
- EnemyHealth manages hitpoints, invulnerability, respawn, and death triggers
- Supports ragdoll or animated death states
- Hitbox-specific damage routing (headshot, body, limbs)
- Auto-respawn logic with timer-based delay
- Optional UI integration for enemy health bars
🛠️ Powerful Editor Tools & Debugging
Streamline development with integrated tooling and live debugging features:
- Quick Setup Wizards for Player and AI configuration
- Live FSM state tracking directly in the Inspector
- In-scene gizmos for perception cones, hearing range, attack radii
- Custom component inspectors with tooltips and error validation
- FSM Graph view for visualizing behavior transitions (basic version)
- Automatic tagging, layer assignment, and reference setup
💡 Designed for Extensibility
Built by developers, for developers—every system is open and customizable:
- Modular C# code with interfaces and UnityEvents
- Easily extend state machine behaviors, perception logic, and combat
- Plug in custom animations, VFX, SFX, and audio via UnityEvents
- Support for additive scenes, multiplayer logic, and runtime pooling