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https://github.com/kitbashery/modular-ai

Visual behaviour & AI design tool for Unity.
https://github.com/kitbashery/modular-ai

3d ai asset behavior behaviour design modular open-source pathfinding unity unity3d-plugin visual-scripting

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Visual behaviour & AI design tool for Unity.

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#### For a more performant, stable and fully featured solution check out our latest asset:
[![Smart GameObjects](https://kitbashery.com/assets/images/smart-gameobjects-uas-sale.jpg)](https://assetstore.unity.com/packages/slug/248930?aid=1100lvf66)

# Modular-AI
Modular AI is an inspector based visual behaviour designer.

## Features:
* Implements competing utility theory behaviours for dynamic AI behaviours.
* Zero string comparisons or calls to reflection.
* Behaviours can be fully configured during runtime.
* Not tied to a specific pathfinding solution.
* Fully extendable via code modules.

![](https://kitbashery.com/assets/images/kitbashery-modular-ai-agent-component.jpg)

### Built-in Modules:

#### Unity Pathfinding:
* Flee/Follow
* Wander
* Patrol

#### Memory:
* Remember players, AI agents, or environment objects.
* Focus/target objects in memory
* Invoke custom events.

#### Sensors:
* Eye-level scans
* Physics Scan Options for 2D & 3D
* Integrated with memory

#### Animation:
* Idle, Walk, Run & Jump
* Attack, Death Animations
* Dynamic Hit reactions

# Getting Started:
All components can be found under Kitbashery in the component menu:
![](https://kitbashery.com/assets/images/kitbashery-modular-ai-component-navigation.jpg)

Online documentation & scripting API is found at:

https://kitbashery.com/docs/modular-ai

## Utility Theory:

Modular AI uses utility theory for its AI behaviour logic. An AI agent can have as many behaviours as you want.

#### Note: Since v.2.0.2 Modular AI supports linear state-machine-like evaluation by default with optional competing utility theory behaviours.

### Behaviours:
Behaviours are comprised of conditions and actions and have a score value. The behaviour with the score that best meets the score type you set will execute its actions.
### Conditions:
Conditions are true/false statements based on what the AI knows about the game world. If a condition meets its desired state then it will add its score to the behaviour's total score.
### Actions:
Actions are executed in the order they are arranged if a behaviour's total score meets the score type better than any other behaviour.

## Module Scripting:
Take a look at the docs for [ExampleModule.cs](https://kitbashery.com/docs/modular-ai/example-module.html) for how to create your own modules.

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