Designs understandable Unity NPC behavior with explicit knowledge, priorities and interruption rules. Uses the simplest suitable decision model and avoids enemies tracking information they never observed.
unity-npc-behavior
Included files 1
Connects Unity NPC sensing and memory with reachable movement. Distinguishes requested paths from usable routes and bounds replanning so obstacles do not cause endless navigation work.
unity-npc-navigation-perception
Included files 1
Explains surprising Unity NPC behavior by tracing perception, memory, decisions and movement separately. Finds stale facts or competing controllers before replacing the whole decision system.
unity-npc-ai-debugging
Included files 1
Builds Unity NPC behavior trees with explicit action results and interruption cleanup. Keeps each character's memory separate and prevents abandoned actions or cooldowns from running indefinitely.
unity-behavior-tree-graphs
Included files 2
Makes Unity NPC choices explainable through valid options and comparable scores. Adds commitment and emergency interruption rules so small score changes do not cause constant switching.
unity-utility-ai-decisions
Included files 2
Coordinates Unity NPC groups with clear membership, limited shared knowledge and temporary position reservations. Prevents abandoned cover claims and stale roles after death or pooled reuse.
unity-npc-squads-crowds
Included files 2
Builds repeatable Unity tests for NPC decisions, sensors and navigation. Controls time and randomness, then checks real scene behavior where pure decision tests cannot prove the result.
unity-ai-scenario-testing
Included files 2