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v1.1.0 - Initial release
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6000.4.5 or later
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Argus - Enemy Awareness & Detection AI

by XESOFT (opens in new tab)

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Complete stealth enemy AI: senses, suspicion, memory, squad tactics, radio alerts, takedowns, optional combat, a one-component guard, and a live debugger.

Price $29.99

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Price history for Argus - Enemy Awareness & Detection AI, 6 months Current $29.99; lowest $26.99; highest $29.99 in this period. $0 $25 $50 Sep Oct Nov

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Argus - Enemy Awareness & Detection AI screenshot 1

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

Render pipelines supported in each Unity version
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.