Enemy AI with adjustable field of view, multi-waypoint patrols, door interaction, player hiding, interactable items, collision-based hearing, flickering lights, and smooth capture rotation.Enemy AI SystemThe enemy uses Unity NavMesh for navigation and obstacle avoidance.Patrol SystemSupports multiple waypointsEnemy visits each waypoint in sequenceWaits 2 seconds at each waypoint before moving to the nextPrevents immediate repetition of the same directionDetection SystemsField of View (Vision)The enemy detects the player using a configurable Field of View (FOV) system.Adjustable view radiusAdjustable view angleLine-of-sight checking to avoid detection through wallsDoor SystemAutomatic Door OpeningDoors automatically open based on the enemy’s approach direction (front or forward).Player Door InteractionYou can add any number of doors to the sceneEnsure the parent has zero rotation (0,0,0)If a door needs inverted movement:Place the door mesh under a parent GameObjectHiding SystemThe player can hide under beds and inside berow to avoid enemy detection.Disables enemy vision when hiddenPlayer Capture & Look SystemWhen the enemy catches the player:Enemy and player smoothly rotate to face each otherEnsures the jump scare is always centered on screenPrevents missed or off-screen jump scaresFlickering Light SystemLights can flicker dynamically to increase tension and enhance the horror atmosphere.Can be triggered randomlyBuilt using Unity NavMesh for AI movementMulti-waypoint patrol systemConfigurable enemy Field of View (radius and angle)hearing system triggered by player collisionsAutomatic door opening based on enemy approach directionPlayer-controlled door open and close interactionSupports unlimited doors with optional inverted opening setupBed and berow hiding systemFlickering light system for horror atmosphereSmooth enemy-player rotation on capture to prevent missed jump scaresOptimized for URP and Built in




