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Publisher

SuperHorizonstudios

Please Note

This entry is from Saturday November 15, 2025. The price of the asset may have changed since then.
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Overview

Enemy&NPC AI is a fully modular, high-performance AI framework purpose-built to deliver intelligent, reactive enemy and NPC behaviors in Unity. Whether you're building a stealth-action game, open-world RPG, or third-person shooter, this system provides a complete foundation for AI behavior, combat, perception, and player interaction—without requiring custom AI code.

Designed for extensibility and rapid development, it includes FSM-based behavior logic, perception systems, advanced combat, respawning, editor tooling, and customizable configurations via ScriptableObjects.

Perfect for both solo developers and professional teams.

Finite State Machine-Based Behavior System

At the core is a robust FSM (Finite State Machine) architecture that enables dynamic transitions between states based on real-time data. Prebuilt, extensible states include:

  • Patrol (Loop, PingPong, Random)
  • Idle (wandering or animation-only)
  • Alert & Search (investigate last known location)
  • Chase (pathfinding + obstacle avoidance)
  • Combat (melee or ranged)
  • Flee (from player or threat)
  • Follow (companions, guards, escorts)
  • Dead (handles death and respawn)

Each state is modular and override-ready, enabling tailored behaviors for specific enemy types or scenarios.

Perception System: Vision, Hearing, and Stealth

Simulate realistic AI awareness with combined raycast-based vision and dynamic hearing logic:

  • Field of View: Configurable radius and angle using raycasting
  • Hearing: Detects sounds such as footsteps, jumping, and attacks
  • Noise System: Player movement and actions emit sound for AI detection
  • StealthEvaluator: Automatically filters detection if the player is crouching, hidden, or behind obstacles
  • Real-time gizmo visualizations for tuning detection areas in-scene

Smart Combat & Hitbox System

Deliver tactical and responsive AI combat using an advanced hitbox-driven attack system:

  • Melee and ranged attack logic (custom colliders or OverlapSphere)
  • Configurable WeaponData for multiple attack types, ranges, and cooldowns
  • Animation-based attacks with hit reaction support
  • Damage routing via hitboxes (e.g., headshots or limb-specific damage)
  • Real-time gizmos for attack range visualization
  • Seamless integration with Unity’s Animator system

Patrol and Navigation Logic

Built-in navigation features ensure believable movement and route planning:

  • Configurable PatrolPath with Loop, PingPong, and Random modes
  • Wait times between points and smooth turning logic
  • Automatic return to patrol state after disengaging from the player
  • Full Unity NavMeshAgent support with off-mesh link compatibility

Behavior Configuration with ScriptableObjects

Every behavior is driven by data, enabling rapid configuration and reuse:

  • EnemyAIConfigSO defines speed, perception ranges, attack types, animation triggers, thresholds, and more
  • Supports behavior presets like Hostile, Passive, Friendly, Chase-only, Attack-only, etc.
  • Future support for Faction system (team-based logic)

Health, Damage & Respawning

A centralized and modular health system allows for advanced combat feedback:

  • EnemyHealth manages hitpoints, invulnerability, respawn, and death triggers
  • Supports ragdoll or animated death states
  • Hitbox-specific damage routing (headshot, body, limbs)
  • Auto-respawn logic with timer-based delay
  • Optional UI integration for enemy health bars

Powerful Editor Tools & Debugging

Streamline development with integrated tooling and live debugging features:

  • Quick Setup Wizards for Player and AI configuration
  • Live FSM state tracking directly in the Inspector
  • In-scene gizmos for perception cones, hearing range, attack radii
  • Custom component inspectors with tooltips and error validation
  • FSM Graph view for visualizing behavior transitions (basic version)
  • Automatic tagging, layer assignment, and reference setup

Designed for Extensibility

Built by developers, for developers—every system is open and customizable:

  • Modular C# code with interfaces and UnityEvents
  • Easily extend state machine behaviors, perception logic, and combat
  • Plug in custom animations, VFX, SFX, and audio via UnityEvents
  • Support for additive scenes, multiplayer logic, and runtime pooling
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