Give your AI the intelligence to survive. Elevate your game's combat from simple "run and shoot" to dynamic, tactical encounters.Tactical Cover & Retreat AI 2.0: Squads, Flanking & Advanced TacticsTurn your AI from simple target practice into a coordinated tactical squad.The Tactical Cover & Retreat AI System has evolved. Version 2.0 transforms this from a powerful hiding engine into a full-suite Tactical AI Brain. It empowers your agents to flank, coordinate as a squad, breach rooms, avoid "fatal funnels," and understand advanced concepts like skylining and bullet penetration.Built on Unity’s Job System and Burst Compiler, this is the highest-performance tactical query engine on the store, capable of handling dozens of intelligent agents with zero frame drops.🔥 What’s New in 2.0?Squad Coordination: Agents now work together using the SquadCoordinator. They form shapes (Wedge, Line, V), respect muzzle discipline, watch rear sectors, and ensure they never steal a teammate's cover.Offensive Tactics: It’s not just about retreating anymore. New Providers enable Flanking, Pincer Maneuvers, Leapfrogging (Advance Cover), and High Ground Hunting.CQB & Room Clearing: New "Slice the Pie" (Room Clearance) and Corner Edge peeking providers for realistic indoor combat.Performance Profiling: A dedicated Tactical AI Profiler to measure the exact cost (in ms) of every decision.Visual Debugger Pro: A completely overhauled debug window to visualize scoring heatmaps, raycasts, and decision logic in real-time.Key Features🚀 Blazing Fast Asynchronous CoreZero Main-Thread Lag: Heavy tactical calculations are offloaded to worker threads using Unity’s Jobs System and Burst Compiler.Scalable: Run detailed tactical queries for 50+ agents simultaneously without stuttering.Hybrid Mode: Includes a Synchronous fallback for simple projects or debugging.🤝 Squad & Team CoordinationDon't let your AI fight alone. The new system ensures agents act as a unit:Formations: Agents move in Wedge, Line, File, Diamond, or Vee formations relative to a leader.Reservation System: Prevents the "Musical Chairs" bug—agents will never try to hide in a spot already claimed by a squadmate.Crossfire & Safety: Agents avoid blocking allied lines of fire and maintain tactical spacing.🧠 40+ Tactical Scorers (The Brain)Define unique AI personalities (Sniper, Rusher, Coward) by weighting different modular scorers. The AI evaluates spots based on:Survival: Bullet Penetration (thickness check), Skylining (silhouette avoidance), Fatal Funnels (doorway avoidance), and Wall Hugging.Offensive: High Ground, Rear Attack Bonus, Push Forward, and Aggressive Line-of-Sight.Stealth: Shadow hiding (Light Probes), Audio Stimulus (investigate sounds), and Player Gaze avoidance (don't run where the player is aiming).Prediction: Uses velocity analysis to predict where the player will be, preventing "ghost" target errors.📍 15+ Spot Providers (The Eyes)How does the AI find spots?Automatic Cover: Finds cover without manual tagging.CQB: Corner Edge (leaning), Room Clearance (Pie Slicing), and Choke Points.Tactical: Flank Points, Pincer Formation, Vantage Points, and Shadows.Manual: Tactical Zones and Cover Nodes for designer control.🛠️ Professional ToolingTactical Debugger Pro: "See what the AI sees." visualize candidate spots, color-coded scores, and rejection reasons in the Scene View.AI Profiler: Detailed timeline view of every search request, separating Main Thread time from Job time, so you can optimize perfectly.Designer Friendly WorkflowEmpower level designers to control the battlefield without writing code:Tactical Zones: Drag & drop volumes to mark "Ambush Zones," "Flank Routes," or "Defensive Lines."Cover Nodes: Manually place high-value cover spots for cinematic moments.Hazards: Mark fire, traps, or open streets as hazards the AI must avoid.How It WorksGenerate: The Agent uses Providers (e.g., FlankPointProvider, CornerEdgeProvider) to find potential spots in the world.Score: The Job System calculates a score for every spot using weighted criteria (Visibility, Distance, Squad Separation, etc.).Execute: The Agent picks the best spot and executes a movement or combat action.What's Included?Core Systems: Async/Sync Tactical Engines, Squad Coordinator, Hazard Registry.Full C# Source Code: Clean, commented, and extensible.Demo Scene: A fully configured playground showing Squads, Flanking, and Stealth in action.Documentation: Comprehensive upgrade guide and setup instructions.Support & CommunityWe are committed to the long-term support of this tool.Discord: Join the Community for fast support and tactical discussions.Documentation: Read detailed documentation here.Email: maharajastudiocustomerservice@gmail.comDemo scenes include CC0-licensed animations from the Universal Animation Library by Quaternius (https://quaternius.com).Upgrade your AI from "Target Dummy" to "Tactical Threat" today.Built for performance with Unity's Job System, Burst, and Native Collections.Requires Unity 2021.3 LTS or newer.Compatible with all render pipelines (Built-in, URP, HDRP). This is a logic system and does not contain any custom shaders or materials.Stop letting your enemies stand in the open. Get the Tactical Cover & Retreat AI System and bring your game's combat to life!Marketting image and asset store description made with help of NanoBanana and gemini2.5 Pro

