Complete stealth enemy AI: senses, suspicion, memory, squad tactics, radio alerts, takedowns, optional combat, a one-component guard, and a live debugger.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).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 DEBUGGERArgus 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 rangesThis 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 itemsIN 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 testsSCOPEArgus 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: hello@xesoft.dev• 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.Some contents of this package, complete or in part, have been generated with the aid of AI .AI was used for code refactoring, clean up, and debugging of the code.





