View on Asset Store (opens in new tab)
Package details
- Latest version
- v1.1.0 - Initial release
- Last updated
- First released
- Unity version
- 6000.4.5 or later
- Package size
- 2.1 MB
- Files
- 193
- Favorites
- 5
- Views in the past week
- 16
Price tracking
- Last checked
- Tracked since
- Lowest recorded
- $26.99 on
Keywords
Argus - Enemy Awareness & Detection AI
Complete stealth enemy AI: senses, suspicion, memory, squad tactics, radio alerts, takedowns, optional combat, a one-component guard, and a live debugger.
Affiliate link · Purchases support this site
Price history
Last 6 months
USDAsset preview
1 / 19
Argus - Enemy Awareness & Detection AI screenshot 1
About this asset
Argus is not just a vision cone or sensor pack. It is a complete stealth enemy awareness layer for Unity: guards see, hear, smell, discover evidence, build suspicion, remember threats, call nearby allies, search last-known positions, and explain exactly why they reacted.
A vision cone is easy. A stealth guard that feels right is the hard part. Argus gives you the full detection-to-response brain while your own character prefab keeps control of movement, animation, combat, IK, and art.
Argus is an OBSERVER: it watches the world, accumulates awareness, runs the suspicion state machine, chooses the most important threat, and raises events. Your code, or the included no-code guard, decides what to do.
TWO WAYS TO USE IT. NO MODE SWITCH.
• Working guard in 2 minutes: tag your player, add ONE component (Argus Guard Drop-In). It assembles senses, brain, movement, visuals, and optional combat, finds your player by itself, and a Setup Validator auto-fixes mistakes so a broken first run is impossible. Pick a personality from a dropdown. Wire attack/animation/SFX like a UI button.
• Want to tinker? Same component: reveal the underlying parts with one toggle (or unpack them), subscribe to events, write a new sense in ~20 lines, swap the pathfinding, or read the full source. Your path is just how deep you dig.
WHY ARGUS FEELS LIKE A REAL STEALTH GAME
• Per-source awareness: every seen player, heard sound, scent, and discovered clue has its own confidence that builds, decays, and is remembered before being forgotten.
• 5-tier suspicion FSM: Unaware → Suspicious → Investigating → Alarmed → Combat, with hysteresis and search dwell so guards do not flicker or instantly forget.
• Threat priority: a guard chasing a player it can see will not stay fixated on an old corpse clue. Argus separates “how alarmed am I?” from “what should I act on?”
• Squad coordination: one guard’s alarm can propagate through an AlertDirector zone, making nearby guards converge on the shared last-known threat position.
• Tenacious chase: once engaged, guards can pursue a live target position instead of giving up the instant the player steps behind them.
• Light, cover, and stealth modifiers: vision supports focused/peripheral cones, LOS, lighting, crouch/cover sample heights, and practical FOV cone visualization.
THE FULL STEALTH LOOP. NOW IN THE BOX.
• Spotted: the guard shouts before he shoots. A grace window makes getting caught dramatic, not cheap.
• Radio Time: he must survive a short call before the squad learns anything. Silence him mid-call (any angle, he is distracted) and the alert dies with him.
• Firefight: accuracy ramps with awareness, panic fire misses, a locked-on guard is lethal. Never fires through walls. Never fires on a rumor: relayed alerts make squads converge and search, but only a guard's own eyes pull the trigger.
• Takedown: choke or kill, but only guards who have not identified YOU: zone-wide alarm from thrown rocks does not protect them.
• Hide the body: carry it to tall grass. It is real evidence: guards see it, smell it, and ring-search it.
• He wakes up: non-lethal guards come to angry, alarmed, and rallying the squad. Buy time, not safety.
Entirely optional: the combat stack is a separate, deletable assembly built on Argus's public API. Bring your own combat: delete the folder, nothing else changes.
LIVE DEBUGGER
Argus includes an in-game debugger built for tuning and understanding stealth AI. Press F9 in the demo scenes and inspect any guard:
• current suspicion state
• raw, tier-driving, and combat awareness channels
• active tracks and priority threat
• why awareness is rising, falling, saturated, or combat-rising
• sensor setup warnings
• vision breakdown: distance, angle, lighting, LOS blocker, and time-to-suspicious
• world overlay lines for last-known position, priority threat, squad reports, and sensor ranges
This is the difference between guessing why a guard reacted and seeing the exact reason.
SENSES INCLUDED
• Vision: focused + peripheral cones, distance falloff, LOS, lighting hook, crouch/cover support
• Hearing: global sound bus, distance falloff, occlusion, per-sound weighting
• Smell: persistent scent sources for corpses, bait, food, blood, or the player
• Clue discovery: bodies, blood, footprints, broken objects, opened doors, dropped items
IN THE BOX
• Ready-to-play demo scene with baked NavMesh and CC0 animated characters
• 9 focused micro demo scenes for individual features
• No-code ArgusGuard actor
• VisionConeRenderer and DetectionMeter visual helpers
• LightStealthSampler for hide-in-dark gameplay
• SuspicionConfig presets: Default, Vigilant, Distracted
• Live in-game debugger and world overlay
• Setup-validation inspectors
• One-click demo scene builder
• Full commented C# source, no DLLs
• Offline PDF documentation
• 122 passing EditMode tests
SCOPE
Argus is a perception, suspicion, and alerting brain with an optional combat/takedown module. It is not an animation pack, IK system, or full game template: you bring your own art and characters, then connect through the one-component guard, events, or the included interfaces. The combat module is deliberately minimal and replaceable; for deep cover-shooter tactics, drive your own combat AI from Argus's events.
Support: [email protected]
From the publisher's Asset Store listing.
Technical details
• Observer architecture: Argus detects, scores, remembers, and publishes state; your game acts.
• 5-tier suspicion FSM: Unaware, Suspicious, Investigating, Alarmed, Combat.
• Combat hysteresis and Alarmed search dwell prevent flicker, instant forgetting, and cheap line-of-sight exploits.
• Per-source, per-type awareness tracks: independent build, decay, memory, and forget windows.
• Threat priority system: designer-tunable per stimulus type, with per-type max tiers and a separate combat-qualified channel.
• Four core sensors: VisionSensor, HearingSensor, SmellSensor, ClueDiscoverySensor.
• Visual helpers: VisionConeRenderer, DetectionMeter, LightStealthSampler.
• Crouch/cover support via StealthVisibilityHeight and VisionSensor eye height/sample height.
• AlertDirector: squad-level propagation, convergence, shared last-known position, and stand-down behavior.
• No-code ArgusGuard: NavMesh patrol, investigate, search, chase, UnityEvents, and IArgusGuardReactions.
• Full-control API: CurrentState, CurrentAwareness, TierDrivingAwareness, CombatAwareness, TryGetPriorityThreat, FsmStateChanged, AwarenessChanged.
• Live runtime debugger: IMGUI HUD, vision breakdown, sensor warnings, track table, priority threat readout, world overlay.
• Layer 0 facade: ArgusDropInGuard assembles and repairs the full stack; ArgusSetup validator API runs in inspector, scene window, and at runtime Awake.
• Combat module in a separate deletable assembly (XeSoft.Argus.Combat), wired through a registration hook: no other assembly references it.
• Combat API: IArgusWeapon (3 members), IArgusDamageable, ArgusHealth, ArgusCombatant (grace, accuracy ramp, LOS + radio discipline), ArgusIncapacitation (EvaluateTakedown rulebook, wake memory), scale-proof ArgusWeaponMount, ArgusProceduralAim.
• Identity-aware queries: StealthAgent.GetAwarenessOf(target) answers "does this guard know about THIS object" separately from the suspicion tier.
• AlertDirector: rally triggers (Confirmed Sightings / Any Perception), Track & Intercept live sharing via combat sight-line, HasLiveContact urgency signal, Radio Time (requireRadioReport, report events for your own UI/audio).
• Interactions: ConcealmentVolume, NoiseEmitter, Lure, SoundOccluder (per-material acoustics), StealthConcealment with seen-entering-cover and shared-cover rules.
• Swappable pathfinding via IPathfinder (4 members; NavMesh implementation included).
• ScriptableObject tuning through SuspicionConfig. Presets included.
• Central fixed-rate ticker: Argus agents are ticked at 10 Hz.
• Full C# source, no DLLs.
• 122 passing EditMode tests.
• Unity 6 / 6000.1+.
• Runtime is render-pipeline agnostic: URP, HDRP, Built-in. The included demo scene is URP-authored; the AI runtime works unchanged across pipelines.
• AI Navigation and Input System are used by the optional no-code guard and demo sample.
Compatibility
| Unity version | Built-in | URP | HDRP | Custom |
|---|---|---|---|---|
| 6000.4.5f1 | Compatible | Compatible | Compatible | Compatible |
Render pipelines: the Argus runtime is render-pipeline agnostic and works in URP, HDRP, and Built-in. The included demo scene's example materials are authored for URP/Built-in - in HDRP, reskin the demo's ground/character materials (the AI behaves identically).
As listed on the Asset Store.