Opis
Build your game. We've taken care of enemy AI
Create engaging top-down shooter gameplay without spending months building enemy behavior, combat, navigation, and supporting systems from scratch.
Top-Down Shooter AI & Starter Kit provides a ready-to-customize foundation for creating tactical encounters with ranged and melee enemies. Enemies can patrol, detect the player, react to danger, use cover, investigate suspicious activity, flank the player, retreat, and return to the last combat area after losing sight of their target. Use the included prototype as the foundation for your own action game, or integrate individual systems into an existing Unity project.
Intelligent Enemy AI
Enemies do more than simply chase the player. They evaluate the current situation and switch between patrol, combat, cover, investigation, retreat, and pursuit behaviors. Enemy behavior includes:
Patrol routes and waiting points
Player detection and combat engagement
Reaction to nearby gunfire and suspicious activity
Tracking of the player’s last known position
Return to the last combat location after losing the target
Ranged and melee enemy roles
Smooth character rotation and movement-direction blending
Aim validation before firing
Tactical repositioning and retreat
NavMesh-based navigation
Multi-platform support (keyboard + gamepad + touchscreen)
Adaptive Melee Enemies
Melee enemies are not forced to rush directly into gunfire.
After receiving ranged damage, they can leave the player’s line of fire and search for an alternative NavMesh route. This tactical reaction can occur after the first ranged hit and again when health reaches a critical level.
The result is more varied melee behavior:
Direct pursuit when an attack is reasonable
Side movement under dangerous ranged fire
Alternative routes for closing the distance
Flanking attempts instead of constant frontal attacks
Standard melee attacks once the target is within range
Ranged Combat
Ranged enemies smoothly turn toward the player and wait until they are properly aimed before firing. The system supports:
Automatic and single-shot weapons
Shotgun behavior
Shell-by-shell shotgun reloading
Reload and pump actions
Fire-rate control
Line-of-sight validation
Continued target tracking during weapon actions
Combat from seated cover positions
Behavior-Based Architecture
Enemy decisions are organized as reusable behavior nodes with shared AI context data. The system separates conditions and actions such as:
Patrol
Move to target
Shoot
Retreat
Investigate
Use cover
Return to the last fight position
Perform a melee flank
This structure makes the AI easier to understand, modify, and extend for the needs of your own project.
Player and Gameplay Systems
The package also includes supporting systems for building a playable top-down shooter prototype:
Top-down character control
Shooting and melee combat
Health and damage
Healing
Weapon handling
Character selection
Level selection
UI systems
Transparent walls that prevent the environment from hiding the player
Death and animation-state handling
Patrol and cover point placement tools
Easy Level Setup
Create encounters by placing navigation and behavior points directly in the scene:
Prepare the NavMesh
Add patrol points
Add and configure cover points
Assign enemy weapons and settings
Press Play
Enemy behavior is controlled through editable components and serialized settings, allowing you to tune detection, movement, combat, cover usage, health thresholds, and other parameters without rewriting the entire system.
Designed for Customization
The included visuals and gameplay represent a functional prototype and can be replaced with your own:
Characters
Animations
Weapons
Levels
Effects
UI
Audio
Game rules
Use the complete starter kit to begin a new project or extract the systems you need for an existing top-down shooter.
Main Features
Tactical ranged and melee enemy AI
Patrol, detection, pursuit, and investigation
Last-known-position tracking
Dynamic cover-point system
Standing and seated cover types
Attacking from cover
Melee flanking behavior
Tactical retreat and repositioning
Shotgun reloading behavior
Smooth rotation and directional animation blending
Aim-before-fire validation
NavMesh-based movement
Character and level selection
Health, damage, and healing
Transparent obstacle system
Clean and extendable C# architecture
Spend less time rebuilding common shooter systems and more time creating the game that makes your project unique.





