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
Last synced: 6 months ago
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Visual behaviour & AI design tool for Unity.
- Host: GitHub
- URL: https://github.com/kitbashery/modular-ai
- Owner: Kitbashery
- License: mit
- Created: 2022-08-15T20:51:02.000Z (over 3 years ago)
- Default Branch: main
- Last Pushed: 2023-05-05T21:56:46.000Z (almost 3 years ago)
- Last Synced: 2025-03-26T04:21:53.767Z (11 months ago)
- Topics: 3d, ai, asset, behavior, behaviour, design, modular, open-source, pathfinding, unity, unity3d-plugin, visual-scripting
- Language: C#
- Homepage: https://kitbashery.com/docs/modular-ai
- Size: 1.51 MB
- Stars: 34
- Watchers: 2
- Forks: 1
- Open Issues: 4
-
Metadata Files:
- Readme: .github/README.md
- License: LICENSE.md
- Code of conduct: .github/CODE_OF_CONDUCT.md
Awesome Lists containing this project
README

[](https://unity3d.com/get-unity/download)
[](https://github.com/Kitbashery/Modular-AI/blob/main/.github/LICENSE.md)
[](https://openupm.com/packages/com.kitbashery.modular-ai.html)
[](https://github.com/Kitbashery/Modular-AI/releases/download/Development-Package/Kitbashery_ModularAI.unitypackage)
[](https://kitbashery.com/docs/modular-ai)
[](https://github.com/Kitbashery/.github/blob/main/.github/CONTRIBUTING.md)
#### For a more performant, stable and fully featured solution check out our latest asset:
[](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.

### 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:

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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