Squad-based enemy AI for Unity shooters. Enemies take cover, strafe and surround the player on NavMesh. Plug into your own state machine with EnterCombat() and ExitCombat(). Demo included.Shooter AI gives your enemies a combat layer that feels coordinated. Instead of every enemy running straight at the player, a squad coordinator keeps a few pushing the attack while the rest hold cover, and the attackers strafe or move to surround positions around the target.Call EnterCombat() when an enemy should fight and ExitCombat() when it should stop. Components stay enabled the whole time, and ExitCombat() hands the NavMeshAgent back cleanly, so it fits into any state machine or behavior system you already use.Genre and use casesFirst-person and third-person shootersTactical and squad-based action gamesSurvival, horror and wave-defense games with ranged enemiesAny project with gun-wielding NPCs on a NavMeshFeaturesSquad coordinator. One BattleHiveMind component assigns orders on a fixed tick (0.3 s by default, set in the Inspector). Orders are Hold Cover, Strafe and Surround, ranked by distance to the target.Attacker cap. Limit how many enemies press the attack at once. The rest hold cover.Surround slots. Slots are spaced evenly on a ring around the target, snapped to the NavMesh and matched to enemies with a greedy nearest-pair algorithm.Cover finding. Each enemy samples the NavMesh and uses raycasts to find a position that blocks sight to the target. Any collider on your chosen layer counts as cover, so no cover markers are needed.Strafing. Enemies with line of sight hop sideways along an arc around the target, with configurable arc and range.Spacing. Enemies refuse destinations too close to another enemy's reserved spot.Line-of-sight helper. HasLineOfSightToTarget() works as a ready-made transition test for your own logic.Flexible targeting. Set the target per enemy, for the whole squad, or let it resolve by tag (default "Player").Animator driver. NPCAnimator writes Forward and Strafe floats from NavMeshAgent velocity, with configurable parameter names, damping, dead zone and speed normalization.Demo combat layer. NPCShooter, Weapon, Projectile and Health work out of the box. Health raises Damaged and Died events, and you can replace the whole layer with your own.Ready-to-use enemy prefab with AI and combat components wired, plus a pistol animation set and blend tree.Playable demo scene with a cover arena, 3 enemies, a pre-baked NavMesh, an FPS controller and a health bar HUD.PDF documentation with integration examples and a per-field reference.Unity 6000.0 or newer, developed on 6000.0.68f1Universal Render Pipeline onlyRequires the Input System package and the AI Navigation package for the demo sceneThe core AI needs a baked NavMesh and a target (assigned or tagged)Built on NavMeshAgent, NavMesh.SamplePosition and Physics.LinecastSquad logic runs on a tick, not every framePlain C# MonoBehaviours, no reflection or LINQ, full source includedNamespace Conguerror.ShooterAINot included:Difficulty or skill settings, reaction delay or target predictionPeek or pop-out cover behaviorAudioHDRP or Built-in pipeline materialsUsed it only in commenting the code/creating documentation


