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Publisher

TheCoderGuy

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Overview

Swarm Perception is a modular perception system built for large crowds, swarms, stealth games, RTS units, and simulation agents. Instead of relying on expensive per-agent physics overlap checks, it uses a spatial hash to find nearby candidates efficiently, then applies configurable sensors such as vision cones, optional 3D vision, line-of-sight checks, and directional hearing driven by noise events.


Agents build awareness over time through memory, suspicion accumulation, suspicion decay, and configurable forget delays. Built-in target selection policies let agents choose a primary target by closest distance, highest suspicion, most recent stimulus, highest threat, or weighted scoring. Agents can also output investigate points, share awareness with allies through perception groups, and stamp alerts into an influence/alert field for coordination, stealth, and tactical gameplay.


Version 2.0 improves scalability and vertical-world support. Perception can now better handle agents and targets above or below each other using 3D spatial queries, 3D vision options, and directional hearing controls. Sensing workloads can be budgeted and staggered across agents, with priority levels for high, normal, and low importance agents.


The package is designed for production use, with throttled LOS checks, camera-distance LOD tiers, proximity throttling, target update intervals, sensing budgets, and non-alloc query paths. Debugging is built in, with gizmo overlays for sensors, memory, detection state, and stimulus visualization.


A demo scene and setup tools are included. The event system supports both typed callbacks and UnityEvents for quick no-code integration. Advanced users can plug in custom spatial providers, making it possible to replace or extend the backend without rewriting gameplay logic.

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