Tactical AI Kit View on Asset Store (opens in new tab)

Package details

Latest version
1.0
Last updated
First released
Unity version
6000.4.0 or later
Package size
90 KB
Files
67
Favorites
3
Views in the past week
17

Price tracking

Last checked
Tracked since
Lowest recorded
$10.00 on

Keywords

Tactical AI Kit

by N.T.B.D Game Studio (opens in new tab)

No ratings yet

Behavior tree + utility AI combat framework. Plug-in interfaces, 8 combat BT nodes, weighted target scoring, and a one-click 4v4 dogfight demo.

Price $20.00

Buy on Asset Store (opens in new tab)

Affiliate link · Purchases support this site

Price history

Last 6 months

USD
Price history for Tactical AI Kit, 6 months Current $20.00; lowest $10.00; highest $20.00 in this period. $0 $10 $20 Aug Sep Oct Nov

Asset preview

1 / 2

Tactical AI Kit screenshot 1

Tactical AI Kit screenshot 1

About this asset

Tactical AI Kit is a behavior-tree-driven combat AI framework for Unity 2022.3+. It gives you a complete, extensible architecture for building combat agents — ships, drones, turrets, soldiers — without locking you into a specific physics or movement system.

WHAT'S INCLUDED

A behavior tree engine with Sequence, Selector (reactive), and Parallel composites. Each agent gets its own runtime clone of the tree at startup — no shared state corruption between agents.

8 combat action nodes: pursue rear arc, face target, move to target, fire weapon, flee, patrol, strafe, orbit, and evasive maneuver.

6 condition nodes: has target, health below threshold, in orbit range, being tailed, in target rear arc, has ally.

Utility AI targeting via TargetPicker — OverlapSphere candidate scan with team-aware claim spreading, a commitment threshold to prevent target flapping, and a pluggable scorer interface.

4 built-in scorers: distance, health, damage output, and BusyEnemyScorer — a scorer that preferentially targets enemies already engaged with your teammates, producing emergent flanking behaviour without any explicit coordination code.

4 clean interface contracts your game objects implement: ITargetable, IDamageable (with directional hit vector for armour and shield systems), IWeaponSystem, and IAgentAgility (speed-scaled turn rate). No forced inheritance. Plug into your own MonoBehaviours.

One-click 4v4 demo scene via Tools > TacticalAIKit > Setup Demo Scene. Ships have directional damage (rear hits deal 2×), per-ship agility variation, and teamwork via the BusyEnemyScorer. Demonstrates real emergent behaviour: 2v1 flanking, last-ship evasion, critical-health fleeing.

Full BT diagnostics — throttled logging per agent, Tools menu toggles, and a BTDiagnosticsEnabler component for in-scene control.

Fast Enter Playmode ready — all static state resets cleanly with Domain Reload disabled.

IS THE CONTENT CUSTOMIZABLE?

Yes, extensively. Tactical AI Kit ships with full C# source code, no DLLs:

- Add new BT action or condition nodes by inheriting BTLeaf. One method to implement.

- Add new scorers by implementing ITargetScorer. One method to implement.

- Combine scorers in a WeightedScorerSet ScriptableObject — no code.

- All four interfaces are thin contracts. Implement on your own MonoBehaviours. Vary IAgentAgility.CurrentTurnRate dynamically based on speed, damage, energy, or anything else.

- IDamageable.TakeDamage passes a hit direction vector so you can implement directional armour, shield arcs, or hit-location effects.

- The BehaviorTreeAsset editor draws your tree recursively and lets you pick node types from a menu — no manual type entry.

- Two assembly definitions isolate TacticalAIKit's compilation.

IS IT SUITABLE FOR A PARTICULAR GENRE?

Tactical AI Kit is built for real-time Rigidbody-based combat. It fits cleanly into:

- Spaceship and aerial dogfights

- Drone swarm combat

- Top-down vehicle combat

- Tower defence wave enemies

- Any game where you want group tactics (flanking, focus fire, evasion) without hard-coding coordination

KEY FEATURES

- Reactive BTSelector: higher-priority branches (flee, evade) always pre-empt lower ones the moment their condition is true

- Per-agent runtime BT clone: no shared-state bugs between agents

- BTActionPursueRearArc: forward-only thrust with anti-slip damping for arcing turns — agents pursue the point behind the target

- BusyEnemyScorer: emergent 2v1 flanking with no explicit coordination code

- IAgentAgility: expose speed-scaled or damage-scaled turn rate per agent, read every tick

- Directional damage via IDamageable.TakeDamage hit direction vector

- One-click demo scene generator (Tools > TacticalAIKit > Setup Demo Scene)

- BTDiagnostics: throttled per-agent BT logging, Tools menu toggles, in-scene enabler component

- Full C# source code, no DLLs, no obfuscation

- Two assembly definitions for fast incremental compilation

- Fast Enter Playmode compatible (Domain Reload disabled)

- Unity 2022.3 LTS or newer

- Zero external dependencies

From the publisher's Asset Store listing.

Technical details

- Reactive BTSelector — higher-priority branches always pre-empt lower ones

- Per-agent runtime BT clone at Awake — no shared state between agents

- 8 combat action nodes, 6 condition nodes, 3 composite types

- Utility AI targeting: OverlapSphere scan, team claim spreading, commitment threshold

- 4 built-in scorers including BusyEnemyScorer (emergent flanking)

- ITargetable, IDamageable (hit direction), IWeaponSystem, IAgentAgility interfaces

- BTActionPursueRearArc: forward-only thrust, anti-slip damping, minSpeed stall floor

- One-click 4v4 dogfight demo scene generator

- BTDiagnostics: throttled logging, Tools menu toggles, in-scene enabler component

- Full C# source, no DLLs (approximately 2,500 lines)

- Two assembly definitions (TacticalAIKit + TacticalAIKit.Editor)

- TacticalAIKit namespace — no global-scope collisions

- Fast Enter Playmode compatible (Domain Reload disabled)

- Unity 2022.3 LTS or newer

- All render pipelines, all build targets

- Zero external dependencies

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.4.0f1 Compatible Compatible Compatible

As listed on the Asset Store.