Swarm AI Toolkit - Avoidance & Steering View on Asset Store (opens in new tab)

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Latest version
2.0
Last updated
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Unity version
6000.2.8 or later
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95 KB
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Swarm AI Toolkit - Avoidance & Steering

by TheCoderGuy (opens in new tab)

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Swarm AI – Avoidance & Steering adds predictive local collision avoidance and steering behaviors for smooth, natural crowd movement.

Price $29.99

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Last 6 months

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Price history for Swarm AI Toolkit - Avoidance & Steering, 6 months Current $29.99; lowest $29.99; highest $29.99 in this period. $0 $25 $50 Jul Aug Sep Oct Nov

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Swarm AI Toolkit - Avoidance & Steering screenshot 1

Swarm AI Toolkit - Avoidance & Steering screenshot 1

About this asset

Swarm AI - Avoidance & Steering is a performance-focused local movement layer for crowd, swarm, and formation simulations in Unity. It handles the local side of mass movement: keeping agents responsive, avoiding collisions, reacting to density, and producing motion that feels organic instead of robotic.

This module can be used standalone, or combined with Swarm Core and Flow Fields to build a complete movement stack: global direction, local collision resolution, terrain-aware movement, and natural steering.

What It’s For

  • City crowds, top-down games, RTS units, simulations, factories, and creature swarms
  • Dense agent scenes where per-agent pathfinding becomes too heavy
  • Ground, terrain-following, and flying agents
  • Movement systems that need smooth local decisions under load

Key Features

Collision Avoidance

  • Predictive local collision avoidance for agent-agent interactions
  • ORCA 2D for reciprocal planar avoidance
  • ORCA 3D-style avoidance for flying agents
  • Continuum crowd avoidance for smooth density-based motion
  • Dynamic obstacle avoidance for moving blockers
  • Obstacle and cost-field avoidance integrations

Steering Behaviours

  • Seek, flee, arrive, follow, pursue, wander, orbit, density, formation, boids, separation, cohesion, and alignment behaviours
  • Tunable weights and priorities
  • Agent priority support for neighbor interactions
  • Avoidance urgency reporting so steering can yield under collision pressure
  • Vertical movement preservation for flying agents

Designed To Integrate

  • Works standalone as a local steering and avoidance layer
  • Integrates with Swarm Core agents through adapters
  • Integrates with Flow Fields for global-plus-local navigation
  • Supports debug visualization for steering, avoidance, obstacle fields, and cost gradients
  • Includes Burst/job-compatible ORCA solver groundwork for optimized workflows

If you want mass movement that looks good, scales well, and avoids heavy per-agent pathfinding, this module is built for that.

From the publisher's Asset Store listing.

Technical details

Engine

  • Unity compatible
  • URP, HDRP, and Built-in Render Pipeline supported
  • No render-pipeline-specific runtime dependency

Platforms

  • PC, console, and mobile
  • Performance depends on agent count, neighbor radius, update rate, and enabled modules

Core Approach

  • Local avoidance and steering layer for many-agent movement
  • Can run standalone or as part of a larger swarm navigation stack
  • Designed to combine global direction input with local collision resolution

Algorithms / Options

  • Predictive agent-agent avoidance
  • ORCA 2D reciprocal collision avoidance
  • ORCA 3D-style avoidance for flying agents
  • Continuum-style crowd avoidance
  • Dynamic obstacle avoidance
  • Cost-field and obstacle-field avoidance
  • Weight- and priority-based steering composition

Steering

  • Seek, Flee, Arrive, Follow, Pursue, Wander, Orbit
  • Separation, Cohesion, Alignment
  • Boids-style combined steering
  • Formation steering
  • Density steering
  • Velocity blending and smoothing
  • Vertical movement preservation for flying agents

Integration

  • Standalone usage supported
  • Optional integration with Swarm Core
  • Optional integration with Flow Fields
  • Adapter-based IAvoidanceAgent support
  • Compatible with ground, terrain-following, and flying agents

Debugging

  • Debug visualization for steering vectors
  • Avoidance intent and velocity direction visualization
  • Obstacle field and cost gradient debug support
  • Helpful for tuning neighbor radius, weights, and priorities

Performance Notes

  • Intended for large groups of agents
  • Neighbor sampling radius, max neighbors, and update rate strongly affect performance
  • ORCA 2D solver includes bounded solve behavior to reduce worst-case spikes
  • Burst/job-compatible ORCA solver groundwork included for optimized workflows
  • Use simpler modules or lower update rates for very large mobile scenes.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.2.8f1 Compatible Compatible Compatible Compatible

As listed on the Asset Store.