A ready-to-use zombie AI and wave system for Unity. Smart hordes, boss waves, and pooled spawning, all customizable from the Inspector. Saves you weeks of AI work so you can focus on your gameStop spending months building zombie AI from scratch. Modular Zombie AI & Wave System is a complete, plug-and-play solution for spawning, controlling, and coordinating zombie enemies in your Unity project, whether you're building survival horror, an arena shooter, a roguelike, or a tower defense.Every component is fully Inspector-driven and modular. Tune wave compositions, attack distances, detection ranges, and horde coordination without writing a line of code. Add bosses, static ambush sleepers, vision cones, or head-tracking IK by dropping in a component. Works with any humanoid rig on Built-in and URP, so you can ship faster with your own art.Key Features:Wave spawning you can actually configure. Set enemy counts per wave, drop in boss waves, enable infinite mode, or swap the whole wave array at runtimeSmart spawn placement that won't break immersion. Zombies spawn out of camera view, on valid NavMesh, with optional fixed spawn points for hand-placed encountersA full zombie state machine covering patrol, chase, attack, and surround, all driven by UnityEvents so you can hook into anythingOptional Horde Attack Coordinator that stops the "all zombies pile on at once" problem. Limits active attackers, rotates them out, and sends the rest to circle the playerVision and hearing built in. FOV cones with line-of-sight blocking, hearing radius, and noise alerts you can trigger from footsteps or gunshotsStatic ambush sleepers that lie down and wake up when the player gets close, perfect for jump scaresDeath and revive system with animation locking, so dead zombies stay dead until you bring them backAnimator IK head tracking that makes zombies feel aware of the playerObject pooler with optional auto-expansion, because instantiating 50 zombies mid-wave is a great way to drop framesDamage delivered through Animation Events for frame-perfect hitsEvents for wave start, wave finish, and boss spawn, ready to wire into your UI, audio, and game stateWorks with any humanoid rig and runs on both Built-in and URPClean code with sensible comments, built to be extended with your own states, senses, or behaviorsI used AI/ML only to help me edit the documentation and write relevant comments in code, marketing images(I am bad at visuals, sorry).




