AI Behavior – Made Easy. A Unity Tool.

Easily create and modify dynamic AI Behaviors for your game project with one simple tool!

Features

AI Behavior is designed and capable of handling the simplest to the most demanding of projects.

  • Comes ready with 12 AI States.
  • Easily extend the states within the inspector through the Advanced Mode settings.
  • An intuitive trigger system makes it easy to setup the events to transition from one state to the next.

  • Extend Triggers and have them auto populate in the custom inspector.
  • Extend States and have them auto populate in the custom inspector.

  • Use with mecanim and the animation component.
  • Easily add and use the animations for your AI object.

  • Assigning sound to each state is as simple as drag and drop. Choose the state and assign the audio file.

  • Follow the tutorials and you’ll have your 3d party navigation system up and running with ours in minutes

  • Mecanim
  • Navigation Mesh
  • Custom Inspector

Demos

AI Behavior demos below are included with the purchase of the AI Behavior tool for Unity 3D. We hope you enjoy it.

Controls: w,a,s,d movement. Space to jump. Lmb for shooting.

Unity Forum Connection

Our happy customers

Thank you thank you thank you!
I think this has just become the new core element driving my project’s gameplay. You guys rock!
Xander Davis
Really fun system, looking forward to writing up my own states as well.
Bryan Leister
You Walker Boys have really done a superb job here! Was very easy to implement!
Danreid70
BEST AI Package system on the store. Its just the best AI system of the store: For the beginner the provided states are very easy to use. For advanced users we can easily edit the provided states
delmarle
I have been waiting for this for along time; I started to implement some AI behaviors to my tested models right away; they worked as I expected; please keep up the good work.
Theng Khien

Tutorials

The video tutorials provided go step by step through each type of AI Behavior State, free third party pathing solution integration, stringing together multiple states and more.

The Idle state is a behavior that defines a Unit at rest. In an Idle state the Unit waits for an event and responds according to the behavior assigned by the designer.

The Patrol state is a behavior that navigates Units based on Waypoints assigned by the designer.

The Follow state is a behavior that enables the Unit to pick a desired target and follow its position as the target moves.

The Flee is a behavior that navigates a Unit away from a selected Object(s).

The Seek state is a behavior that provides the designer a way to have the Unit look for any number of items in the game world.

Seek Example: Health / Ammo

The Attack state is a behavior set to do combat with a selected Unit.

Melee
– Close ranged attacks

The Attack state is a behavior set to do combat with a selected Unit.

Range
– Far ranged attacks

The Defend state is a behavior that defines a Unit when the designer needs it to protect itself.

The Hurt state is a behavior that a Unit maybe in when a projectile / attack is occurring to the Unit.

Hurt Example: Low Health / Timed / Getting Attacked

The Change state is a behavior which allows the designer to swap the current Unit with a different Unit based on settings defined by the designer.

The Heal state is a behavior that restores a Units property when it initiates.

The Help state is a behavior designed to send messages to other Units to call for assistance.

Get help from the Help state.

The Dead state is a behavior that handles the end of a Units life in the game.

Stringing different states together to create AI Behaviors.

Stringing different states together to create AI Behaviors.

Stringing different states together to create a standard Chase and Evade behavior.

AI Behavior and Astar Pathfinding Implementation. We take you step by step in integrating the free Astar Pathfinding tool with AI Behavior.

AI Behavior and Astar Pathfinding Implementation. We take you step by step in integrating the free Astar Pathfinding tool with AI Behavior.

AI Behavior and Astar Pathfinding Implementation. We take you step by step in integrating the free Astar Pathfinding tool with AI Behavior.

AI Behavior can quickly create an attack and reload state for your characters. Check out how easy it’s done.

AI Behavior and Nested Triggers! Create incredibly customized character behaviors and in depth states. Check out the video to see how powerful it is!

AI Behavior is officially updated to Unity 5 and fully supports Mecanim.