FlockAI brings game objects to life by giving them emergent behavior.
Behaviors can be changed at runtime - for the whole group, or individuals.
Supports flocks, schools, herds, and groups of things.Behavior settings are stored as Scriptable Objects.FlockAI includes example behavior settings and scenes for:---------------------------------------------Fish (schooling, eating, swarming)Seagulls, Starlings, Vamps (normal and attacking)Butterflies, Dragonflies, Flying Bugs (non-aggressive and aggressive)Sprites, Fairies, FirefliesRats and Hoppers (wandering, aggressive, crazed, and afraid)Cows (normal herding, scared)Zombies (wandering, agro'd, alerted)FlockAI does not require programming knowledge.---------------------------------------------1) Add the FlockAI_Entity component to a prefab gameObject, and add antennae to the component via a list of empty transforms (for obstacle avoidance).2) Create a behavior settings file for the FlockAI_Entity component.3) Add a FlockAI_Manager component to an empty transform.4) Add the prefab (from step 1) to the FlockAI_Manager, and set the manager's other parameters to your liking/needs.5) Modify/Tweak the FlockAI_Entity's behavior settings file(s). Best done in editor PLAY mode.FlockAI is designed using a data/systems paradigm.FlockAI works with "regular" GameObjects.DOTS and ECS are not currently implemented. (but planned)FlockAI is easy to extend. Example scenes and scripts are included.