Advanced Zombie AI Pro is a profile-driven Unity zombie AI system with stealth detection, chase/search behavior, crawling, combat, health, audio, ragdoll death, and setup tools.Documentation | SupportAdvanced Zombie AI Pro is a complete, profile-driven zombie behaviour system for Unity, designed for horror, survival, shooter, stealth, and open-world games.Instead of giving you a simple “see player, chase player, attack player” enemy, this asset gives you a full zombie AI framework with detection, investigation, searching, hunger, crawling, damage reactions, audio behaviour, ragdoll death, and easy integration with your own weapons and player health systems.Build slow shamblers, aggressive runners, crawling zombies, stealth-sensitive infected, hungry corpse-eaters, or mixed zombie types using reusable ScriptableObject profiles.Key FeaturesProfile-driven zombie AI: Create multiple zombie types using reusable ZombieProfile assets. Configure movement, vision, attacks, health behaviour, search logic, crawling, hunger, stun, and death settings without rewriting code.Advanced stealth-friendly detection: Uses up to five target body regions such as head, chest, lower body, left, and right. You can decide how many visible regions trigger inspect mode or full chase, making partial visibility and stealth gameplay possible.Complete zombie behaviour flow: Includes Idle, Wander, Alert, Chase, Inspect, Search, Attack, Hit, Stun, Eat, and Dead states for more believable zombie behaviour.Standing and crawling zombie support: Zombies can walk, crawl, fall into crawling mode, or enter a second crawling phase after taking lethal damage.Combat, damage, and death system: Includes hit reactions, stun behaviour, health events, animation death, ragdoll death, and easy weapon/player health integration.Hunger and corpse eating system: Zombies can detect and eat dead bodies or food targets, useful for horror scenes and dynamic enemy behaviour.State-based zombie audio system: Configure idle, wander, chase, inspect, attack, hit, stun, eating, crawl, and death sounds using ZombieAudioProfile, with loop audio, timed one-shots, random clip selection, and 3D audio settings.Noise reaction and group alerting: Attract zombies using gunshots, explosions, alarms, footsteps, or custom noise events. Zombies can also alert nearby zombies when they detect a target.Editor setup tools and custom inspectors: Quickly prepare zombie prefabs with setup tools that add required components, audio sources, health, AI, ragdoll support, and other references.Debug-friendly workflow: Built-in debug options help visualize and tune detection, behaviour states, targets, health, and audio playback during development.Why Choose Advanced Zombie AI Pro?Advanced Zombie AI Pro is built for developers who want more than a basic enemy controller.It gives you a flexible zombie AI foundation with believable detection, investigation, chasing, attacking, damage reactions, audio behaviour, and death handling, while still staying easy to configure through profiles and inspectors.Whether you need one polished zombie enemy or a complete zombie behaviour system for an entire game, Advanced Zombie AI Pro gives you the tools to build it faster.Note: Some scenes, animations, environments, and third-party assets shown in the screenshots and demonstration videos are for presentation purposes only and may not be included in this package.Assets used to create the marketing images/video:Kriss Vector Animated( Free) by BarcodeGames is licensed under Creative Commons Attribution1900s Industrial Environment by Leartes StudiosZombie Animations Set by RamsterZRender Pipeline: The core AI system is render-pipeline independent because the behaviour logic runs through Unity scripting, NavMesh, Animator, Physics, and Audio systems. It can be used in Built-in, URP, or HDRP projects.Navigation Requirements: Requires a valid Unity NavMesh at runtime. Zombies use NavMeshAgent for movement and can work with baked NavMesh data or navigation surfaces created through Unity’s AI Navigation workflow.Architecture & Data: Zombie behaviour is implemented through separate internal state classes for Idle, Wander, Alert, Chase, Inspect, Search, Attack, Hit, Stun, Eat, and Dead.ZombieAI is the central runtime coordinator for movement, state execution, detection, target memory, damage reaction, audio events, hunger behaviour, and death handling.ZombieProfile is a ScriptableObject-based configuration asset that separates zombie tuning from prefab structure.Detection & Raycasting: Uses multi-region raycast detection through ZombieTarget, supporting top, bottom, center, left, and right target regions. Detection can be tuned with view distance, field of view, target layers, obstruction layers, trigger interaction, eye height, confirmation delay, and minimum visible-region thresholds for Inspect and Chase behaviour.Combat & Integration: Includes health, damage, hit reaction, stun, attack event, death, ragdoll, and crawling-phase support. Damage data can include attacker, hit point, and hit direction information, allowing the AI to react to hits and integrate with custom weapon or player-health systems through C# events and UnityEvents.Audio System: Includes a profile-driven zombie audio system using ZombieAudioProfile and ZombieAudioController. Supports separate loop and one-shot audio sources, timed random sounds, state-based loops, attack sounds triggered from animation events, 3D audio settings, and pause-safe playback options.Dependencies: Core AI runtime uses standard Unity systems such as NavMeshAgent, Animator, Physics, AudioSource, ScriptableObjects, and UnityEvents. Unity AI Navigation is required for NavMesh workflows.




