
Enhance your game with AAA-quality AI—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 pipelines🎮 Enemy&NPC AI – Modular, Scalable, and Production-Ready AI Framework for UnityEnemy&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-scene⚔️ Smart 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 system🧭 Patrol 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 compatibility🧩 Behavior 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 bars🛠️ Powerful 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 setup💡 Designed 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#.