What problem does it solve?
This Skill addresses the common challenge of creating complex and believable NPC behaviors in Unity, moving beyond simple AI scripts to implement robust perception, decision-making, and action systems.
Core Features & Use Cases
- Modular Perception: Design NPCs that can "see," "hear," and sense their environment using pluggable components.
- Data-Driven Decisions: Create distinct NPC archetypes (guards, civilians, etc.) by configuring their decision-making logic via ScriptableObjects, without code changes.
- Action Execution Pipeline: Implement realistic NPC actions with distinct phases (e.g., wind-up, strike, recovery) that can be interrupted.
- Faction & Memory Systems: Manage NPC relationships and their ability to remember past events, influencing their current behavior.
- Use Case: Develop a guard NPC that patrols an area, detects the player within a certain FOV and range, decides to engage based on its "AggroRange" setting, and then executes a melee attack with a wind-up animation.
Quick Start
Use the unity-npc-behavior skill to create a basic NPC with sight and hearing senses, a decision profile, and a melee attack action.