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Skill · Version 1.0.0

Unity squads and crowds

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

Agents using this skill

See how it helps

When is it useful?

Use it when enemies compete for cover, crowd narrow passages or retain group roles after death and pooled reuse.

What does it help you do?

  • Tracks coordinator membership through death, disable and pooling.
  • Assigns reachable tactical positions with owned, expiring reservations.
  • Shares bounded observations and staggers costly group updates.

Try asking this

Coordinate six Unity enemies around three cover positions and a narrow doorway. Assign reachable positions, release reservations when an enemy dies and stagger expensive group updates. Disable and reuse a squad member, then verify it receives a fresh role and the remaining enemies can use the vacated cover.

Detailed documentation

Read the skill’s original instructions, examples and checks in their authored language.

Details…Show less

NPC Squads and Crowd Coordination

Inspect existing navigation/movement authority, encounter rules, actor counts and the per-frame AI budget. Separate group decisions from each member's perception, action execution and locomotion.

  • Give the coordinator explicit membership and lifetime. Register/unregister on spawn, death, disable and pooling; invalidate reused actor identities so old reservations cannot affect a new lifetime.
  • Assign roles or tactical slots to valid members. Project candidate positions onto reachable navigation and check cover/line-of-fire rules rather than sending every actor to the target's exact point.
  • Make reservations owned, expiring and cancellable. Release them when a path fails, an action is interrupted, the target changes or a member disappears. Define a fallback if every useful slot is occupied.
  • Share alerts as bounded knowledge: source, observation time, last-known position and confidence. A shared Transform reference must not silently update an unseen target's location forever.
  • Coordinate spacing/steering with the existing motor and NavMesh avoidance. Local separation cannot solve disconnected paths or a blocked chokepoint; diagnose global routing separately.
  • Bound neighbor searches with suitable spatial filtering and stagger expensive path/role updates. Compare crowd density and worst-frame CPU at intended encounter size before adding Jobs/Burst or a new framework.

Verify member loss and replacement, blocked slots, stale alerts, target loss, dense doors, regrouping and simultaneous replans. Trace role/slot owner, alert age, path status and retry count; report measured load and remaining playtest judgments.

Reference: installed AI Navigation documentation. The upstream coordinator scaffold is a design reference, not an installed dependency.

Included files 2

  • LICENSE.txt
  • SKILL.md