Player & NPC Behaviour AI Framework: NavMesh, Blend Tree, State Machine
Rulnarite
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A NavMesh-driven NPC AI and Player controller kit for 3D games, ready for your own models and animationsEvery script in this package (the AI, the Player controller, vision, steering, the state behaviours, the combat samples) is render-pipeline agnostic. It uses only NavMeshAgent, Rigidbody and Animator, so the framework itself runs unchanged in Built-in and HDRP.However, the character and terrain materials from the sample, and the Camera & Directional Light in the Demo Scene belong to URP.Save time on your Player movement and NPC state-machine behaviour setup! This is aNavMesh-driven NPC behaviour system and a player controller framework ready to dropinto your 3D action game and drive your own animations.NPC behaviour runs as a visual Animator state machine. Wander, Chase, and Attack arebuilt as states you can see and rewire directly in the Animator window.NPC AINavMesh agent with a visual Animator state machine: Wander, Chase, AttackDetects targets by tagHostile / Peaceful toggle: hostile NPCs seek and attack, peaceful ones only wanderPlayerRigidbody movement already wired to an Idle/Jog/Run blend tree, a grounded jump, and a melee attackWorks with the legacy Input Manager, the new Input System, or bothBring your own Models and AnimationsThe character model and animations in the screenshots and video are not included.They are shown to demonstrate retargeting onto your own Humanoid rig. Both Animator Controllers ship fully built, states, parameters, transitions andblend trees, with the Motion fields left empty. Import your model and clips,drop them into the slots, and everything runs. No code changes. The Player and NPCprefabs come with a placeholder capsule body. You can replace them when you add your own model.Demo scene:A terrain with a baked NavMesh, a Player and a hostile NPC, floating health bars,and on-screen controls. Open it and press play.Combat, kept optionalHealth, damage, and death are handled by small, optional sample scripts, separatefrom the core AI and Player controllers. Both the NPC and Player attack scripts dealdamage inside a configurable forward cone, 120 degrees by default, so a target thatslips behind mid-swing doesn't take a hit for free. Use them as a starting point,tune the numbers, or delete them if you're building your own combat system.Good fit forRoguelites and top-down actionIsometric actionAny 3D game that needs simple, readable melee enemy AI as a starting pointMovement is world-space, not camera-relative, and the character always faces thedirection it's moving. Great for top-down and isometric. It will work with athird-person camera, but it won't feel like typical third-person controls, there isno independent strafe or camera-relative aiming.RequirementsUnity 6000.3 or newer (tested on 6000.3.8f1 and 6000.5.3f1)A baked NavMesh in your sceneSupportmindentertainmentco@gmail.comEngine: Unity 6000.3 or newer (tested on 6000.3.8f1 and 6000.5.3f1)Scripting: C#, 16 scripts, namespaced under Rulnarite.NPCFrameworkInput: Input Manager (Old), Input System (New), or Both, selected automatically from Player SettingsAI: NavMeshAgent pathfinding driving an Animator StateMachineBehaviour state machine (Wander, Chase, Attack), editable in the Animator windowNPC locomotion: 2D Freeform Directional blend treePlayer locomotion: 1D blend tree, Rigidbody movementAnimation clips: none included, Motion fields are empty for your own clipsAnimator Controllers: 2 (NPC, Player)Prefabs: 2 (Player, NPC), with a placeholder capsule body, no character modelDemo scene: 1, terrain with a baked NavMesh, on-screen controlsAttack hit detection: forward cone gate (attackAngle, default 120 degrees), shared by the NPC and Player attack scriptsCombat scripts: optional, in Samples, not part of core RuntimeAI tools (Claude Code) were used to assist in refactoring, cleaning, and documenting code from my existing project. All logic, AI behaviour, animator setup, and gameplay systems were human-designed and manually reviewed by me.




