Wild animals that hear, see and smell the player, look up, turn and run: herds, stealth senses with wind, hiding and zigzag escapes. Rigged roe deer and hare included.Tested in clean projects on Unity 2022.3 (Built-in, Input Manager) and Unity 6 (URP 17, Input System only), including Play mode. The runtime has no pipeline code; the demo scene builds its materials with the project's lit shader. HDRP not tested. NavMesh mode uses Unity's built-in AI module. No dependencies.Hunting and survival games live or die by their animals. A deer that runs the moment you appear, or that ignores you until you touch it, breaks the game. Wildlife AI gives your animals the behaviour players expect – and exposes every rule so you can tune it.SENSES THAT REWARD STEALTH• Hearing scaled by the player's noise: walking, running, creeping, standing still.• Sight with a field of view, visibility (crouching, cover) and line of sight: trees and rocks hide you.• Smell carried by the wind: approach from downwind or be discovered.• Awareness builds up and fades: animals look up, watch you, and run only if you keep coming.BELIEVABLE REACTIONS• Head first, then body: the animal turns its head towards the sound and steps round on the spot with real turn animations.• Herds: a leader, spacing, alarms passed on with reaction delays, a shared escape and regrouping afterwards.• Flight styles: straight, weaving or zigzag with sudden swerves; eased steering and leaning into turns.• Hiding species press down in the grass and bolt at the last moment.• Gunshots alarm every animal in range.MADE FOR YOUR ANIMALS• One Species Profile per animal: speeds, gaits, senses, temperament, herd rules, animation names – no code.• In-place clips with playback matched to ground speed, turn-on-the-spot clips driving the body yaw, head look-at.• Smooth poses: long blends between standing poses and optional pose smoothing that turns abrupt pose changes inside a clip into natural movement.• Free movement that slides along obstacles, or an optional NavMesh.• Scene view gizmos for hearing, sight and smell; Inspector warnings for missing animation states; live state and awareness in Play.• Events and a small API: Kill, Flee, Respawn, Gunshot, state changes.SAMPLES• A rigged and animated roe deer: graze, graze-walk, walk, trot, gallop, alert, eight turn-on-the-spot clips, death, four LODs.• A hare: hop, gallop, crouch, alert, eight hop-turns, death, four LODs.• A demo scene built for your render pipeline: meadow and woods, a herd of roe deer, hares, wind and a first-person hunter.Tested in clean projects on Unity 2022.3 LTS (Built-in, Input Manager) and Unity 6 (URP, Input System).• Unity 2022.3 LTS or Unity 6.• Render pipelines: Built-in and URP (the demo scene creates its materials with the pipeline's lit shader). Runtime is pipeline independent.• Input System and Input Manager supported by the samples; the runtime needs no input.• Full C# source, namespace WildlifeAI, assembly definitions, no dependencies.• 300 roe deer with senses and avoidance: 0.8 ms per step (2.7 µs per animal); no allocations in the update.• Sample models: roe deer 32k triangles LOD0, hare 16.5k, four LODs each, 2K and 1K textures.• Documentation: PDF manual (Assets/WildlifeAI/Documentation).The C# source code, the PDF manual and the listing texts were written with the help of Claude (Anthropic), an AI coding assistant, under the publisher's direction. The base meshes and colour textures of the sample roe deer and hare were generated with Tripo AI (paid Pro plan, commercial use allowed); the publisher cleaned, rigged, animated (procedural animation scripts in Blender) and made the LODs of both. All code was reviewed and tested by the publisher in clean Unity 2022.3 and Unity 6 projects (Built-in and URP) with automated benchmarks. The demo vegetation is generated procedurally by the package's own code. The store images are renders of the demo scene in Unity; the promo video shows the package's animals inside the publisher's own hunting game environment.




