Enemy&NPC AI features multi-type attacks, precise hitbox-based damage, stealth, patrol, vision/hearing detection, and a modular FSM for intelligent enemy behaviorCompatible with all the unity versions and Render pipelinesEnemy&NPC AI is a fully modular, high-performance AI framework purpose-built to deliver intelligent, reactive enemy and NPC behaviors in Unity. Whether you're building a stealth-action game, open-world RPG, or third-person shooter, this system provides a complete foundation for AI behavior, combat, perception, and player interaction—without requiring custom AI code.Designed for extensibility and rapid development, it includes FSM-based behavior logic, perception systems, advanced combat, respawning, editor tooling, and customizable configurations via ScriptableObjects.Perfect for both solo developers and professional teams.Finite State Machine-Based Behavior SystemAt the core is a robust FSM (Finite State Machine) architecture that enables dynamic transitions between states based on real-time data. Prebuilt, extensible states include:Patrol (Loop, PingPong, Random)Idle (wandering or animation-only)Alert & Search (investigate last known location)Chase (pathfinding + obstacle avoidance)Combat (melee or ranged)Flee (from player or threat)Follow (companions, guards, escorts)Dead (handles death and respawn)Each state is modular and override-ready, enabling tailored behaviors for specific enemy types or scenarios. Perception System: Vision, Hearing, and StealthSimulate realistic AI awareness with combined raycast-based vision and dynamic hearing logic:Field of View: Configurable radius and angle using raycastingHearing: Detects sounds such as footsteps, jumping, and attacksNoise System: Player movement and actions emit sound for AI detectionStealthEvaluator: Automatically filters detection if the player is crouching, hidden, or behind obstaclesReal-time gizmo visualizations for tuning detection areas in-sceneSmart Combat & Hitbox SystemDeliver tactical and responsive AI combat using an advanced hitbox-driven attack system:Melee and ranged attack logic (custom colliders or OverlapSphere)Configurable WeaponData for multiple attack types, ranges, and cooldownsAnimation-based attacks with hit reaction supportDamage routing via hitboxes (e.g., headshots or limb-specific damage)Real-time gizmos for attack range visualizationSeamless integration with Unity’s Animator systemPatrol and Navigation LogicBuilt-in navigation features ensure believable movement and route planning:Configurable PatrolPath with Loop, PingPong, and Random modesWait times between points and smooth turning logicAutomatic return to patrol state after disengaging from the playerFull Unity NavMeshAgent support with off-mesh link compatibilityBehavior Configuration with ScriptableObjectsEvery behavior is driven by data, enabling rapid configuration and reuse:EnemyAIConfigSO defines speed, perception ranges, attack types, animation triggers, thresholds, and moreSupports behavior presets like Hostile, Passive, Friendly, Chase-only, Attack-only, etc.Future support for Faction system (team-based logic)Health, Damage & RespawningA centralized and modular health system allows for advanced combat feedback:EnemyHealth manages hitpoints, invulnerability, respawn, and death triggersSupports ragdoll or animated death statesHitbox-specific damage routing (headshot, body, limbs)Auto-respawn logic with timer-based delayOptional UI integration for enemy health barsPowerful Editor Tools & DebuggingStreamline development with integrated tooling and live debugging features:Quick Setup Wizards for Player and AI configurationLive FSM state tracking directly in the InspectorIn-scene gizmos for perception cones, hearing range, attack radiiCustom component inspectors with tooltips and error validationFSM Graph view for visualizing behavior transitions (basic version)Automatic tagging, layer assignment, and reference setupDesigned for ExtensibilityBuilt by developers, for developers—every system is open and customizable:Modular C# code with interfaces and UnityEventsEasily extend state machine behaviors, perception logic, and combatPlug in custom animations, VFX, SFX, and audio via UnityEventsSupport for additive scenes, multiplayer logic, and runtime poolingRequirements & DependenciesUnity Versions: 2020 LTS and above (tested on Unity 2021.3+, Unity 6)Render Pipelines: Built-in supported out of the box. URP and HDRP require manual material upgrades.NavMesh Required: Enemy movement relies on Unity’s Navigation system.Recommended:Starter Assets – Third Person Controller (for character movement and camera)RPG Animations Pack FREE by DoubleL (for enemy animations)Support Contact:Email: superhorizon.studios@gmail.comDiscord: https://discord.gg/G2yUa2jWfkThe main LOGO were generated using AI tools and later edited in Photoshop for resolution enhancement and color correction. All gameplay logic and systems were manually implemented in Unity and C#.