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1.0.0-rc.1 · feature-complete release candidate
Argus Pro combat eye and radar logo
ARGUS PRO

Your game supplies the body.

Give it a brain.

Watch one enemy perceive, remember, plan, coordinate, fight fairly—and explain every move.

ENGINE Unity 6000.1+ STATUS Release candidate PROOF 935 + 4 tests SOURCE Full C#
ARGUS PRO // INTERACTIVE SYSTEMS WALKTHROUGH Watch the brain change the battlefield.
4 LIVE SCENARIOS
SECTOR 02
EVIDENCE-BOUNDED FIELD
ALARM
MED
RESUPPLY
PLAYER
ALEAD
BFLANK
CSUPPORT
DRESERVE
EANCHOR
LOST CONTACT / PREDICTIVE CONTAINMENTFresh sight becomes a coordinated hunt.
BEAT 1 / 4
Illustrated walkthrough · every state maps to a shipped Argus Pro contract
41 capability contracts

Every shipped feature has a customer promise, reproducible proof, negative control and acceptance gate.

29 Feature Lab stories

One deterministic night-depot sample exercises the public APIs with atomic reset and capture controls.

935 + 4 tests per project

935 EditMode and 4 PlayMode/failure/soak tests pass in both source and independent clean import.

12 / 12 release gates

The canonical run covers metadata, tests, cold samples, Asset Store validation, export, IL2CPP and clean import.

4 / 4 genre contracts

Shooter, creature, support caster and genuine Physics2D proofs pass in the Windows x64 IL2CPP player.

3 games real-project gauntlet

Independent Action, Shooter and Physics2D Stealth builds each pass playability and 3/3 live-brain gates.

NO OMNISCIENCE DISGUISED AS INTELLIGENCE.
OBSERVEREMEMBERDECIDEACTEXPLAIN

Enemies may infer, receive old reports, and be wrong. Hidden player truth never fills the gap.

Three steps · no behavior-tree homework

Your character goes in. A brain comes online.

The body, animation, combat, and controller stay yours.

01

Pick the body

Select the character already in your scene. Argus records what your project owns and must preserve.

02

Choose the game

Action, Stealth, or Shooter composes the right brain while every detected connection stays visible.

03

Press Play

One allocation action brings the brain online, then a 12-second proof shows it perceive, remember, decide, act, and explain.

GAMEActionStealthShooter BRAINGuardRangedMeleeHunterBrain OnlyCustom
One cognition platform

Four bodies. Four genres. The same brain underneath.

The shipped Universality Lab proves that genre lives at the adapters—not in four unrelated AI implementations.

01

Tactical shooter

COVER → WARN → BURST → REPOSITION

02

Stalking creature

REMEMBER → STALK → COMMIT → BREAK CONTACT

03

Support caster

ALLY NEED → POSITION → CAST → COOLDOWN

04

True Physics2D

XY SIGHT → SPATIAL QUERY → RIGIDBODY2D

Want the complete map?

Every system is here—folded away until you need it.

Seven drill-downs cover all 41 capability contracts without putting the manual in your way.

A / START

Get from character to playable enemy

The beginner path and the advanced path use the same runtime builders—no throwaway setup.

  • Brain AllocationPreserves the customer body, detects movement, actions, animation and player links, then adds only Argus-owned brain parts.
  • Game-first onboardingEditable Action, Stealth and Shooter envelopes compose the same brain while role, body and project integrations remain independent.
  • Six brain recipesBasic Guard, Cautious Ranged, Aggressive Melee, Hunter Creature, Brain Only and Custom Actor Integration ship with safe defaults.
  • Seven no-code Action CardsHitscan, projectile, melee hitbox, area effect, heal, spawn/summon and UnityEvent/custom mechanics share one exact-once lifecycle.
  • First-ten-minutes UXArgus Home, Quick Start, Setup Doctor, readiness receipts, an isolated Test Bench and a 12-second live intelligence proof lead the workflow.
  • Core-compatible foundationPro contains the current Core tree and preserves its GUIDs, Argus.* namespaces and public integration seams.
B / KNOW

Perceive a world without pretending to know it

Every decision begins with a named source of truth and keeps uncertainty visible.

  • Complete Core perceptionVision, hearing, smell, clues, lighting, crouch/cover visibility, threat priority, five suspicion tiers and alert propagation are included.
  • Durable evidence memoryBeliefs reinforce, decay and expire while newer firsthand knowledge is protected from stale reports.
  • Imperfect squad intelligenceReports preserve timestamps and provenance, lose confidence with range and age, deduplicate and stop relay loops.
  • Canonical actors and factionsGeneration-safe identity, multi-collider aliases, directional relationships and rules of engagement keep target selection legal.
  • Spatial query systemShared XZ and XY candidate, filter and scorer pipelines support cover, flank, retreat, melee, support, objectives and custom purposes.
  • Honest navigationRich receipts distinguish moving, arrived, partial, unreachable, stuck, interrupted, traversing and cancelled across replaceable backends.
C / THINK

Turn evidence into persistent, explainable intent

The brain keeps a purpose across frames but yields when verified survival or world facts demand it.

  • Explainable Decision AdvisorScores confidence, freshness, provenance, uncertainty and travel distance before recommending monitor, investigate, search or pursue.
  • Tactical utility and doctrinesGuard, Assault, Marksman, Support, Coward and Berserker minds score the same truthful options differently without bypassing hard rules.
  • Persistent goals and planningA bounded authored planner can interrupt a multi-step purpose for urgent needs, verify exact-once effects and resume the first valid unfinished step.
  • Fair adaptive counterplayRepeated firsthand behavior can produce one readable, temporary counter that decays when the player changes tactics—without ML or hidden inputs.
  • Cognition continuityVersioned snapshots preserve beliefs, goals, claims, cooldowns, resources, operations, random continuation and wake state across pooling, streaming, saves and authority changes.
D / COORDINATE

Make every squad member useful

Global assignment, ownership leases and stable commitments prevent six capable enemies from collapsing into one crowd.

  • Consensus rolesConflicting opinions become one uncertainty-aware objective with stable lead, flank, perimeter and reserve work.
  • Adaptive search coverageReachable, observable points are claimed, cleared, released and reassigned so agents stop duplicating the same search.
  • Predictive pursuit and containmentTimestamped direct observations produce bounded motion estimates, ETA-valid cutoffs and honest yield when a lane cannot be sealed.
  • Formations and crossfireA base of fire, opposing pincer wings, support lanes and reserve adapt to target movement and refill casualties without needless reshuffling.
  • Cover combatEnemies validate or discover protection, reserve distinct slots, hide, peek, fire in bounded windows and leave compromised angles.
  • Suppression and fire-and-maneuverReal fire creates decaying pressure, authorizes exactly one protected mover and requires fresh fire from fresh cover before handoff.
E / OPERATE

Direct the encounter, not just each agent

Specialist systems share one evidence-bounded force plan instead of issuing contradictory orders.

  • Tactical Operations DirectorSelects Hold, Pressure, Suppress and Flank, Contain and Search, Flush, Breach, Regroup or Withdraw, then repairs only a failed branch.
  • Combat Flow DirectorRanks melee, ranged, area and specialist jobs, meters threat, replaces stalled attackers and rechecks player/camera facts at the exact effect frame.
  • Humanized fire controlReaction, aim settle, optional warning misses, degrading bursts, ally-lane safety, pressure caps and evidence-only reacquisition replace turret aim.
  • Morale, leadership and surrenderDamage, suppression, casualties, isolation and living leaders produce steady, shaken, broken, routed and strictly gated surrendered states.
  • Breach, stack and clearA global solver assigns private stack slots, one door owner, ordered entry/clear sectors, rear security and honest aborts.
  • Ordnance and area denialFrag, flash and smoke use one selected thrower, a real safe ballistic arc, visible tell, final revalidation and exactly one inventory release.
  • Tactical smart objectsAlarms, medical stations, resupply, mounted positions, door controls and custom resources are globally matched, reserved and used exactly once.
F / INTEGRATE

Keep the brain; replace the edges

Argus owns cognition and authorization. Your project can keep the body, motion, animation, combat, presentation and network transport.

  • Action and capability protocolOne lifecycle covers attacks, traversal, abilities, support and world interaction through replaceable executors and resource providers.
  • Multiple movement worldsUse the reference NavMesh path, engine-neutral movement, genuine Rigidbody2D/Physics2D, A*, root motion, KCC, ECS, grid or a custom motor.
  • Optional ecosystem bridgesDependency-isolated integrations cover A* Pathfinding Project, Unity Behavior, Behavior Designer Pro, Animation Rigging and Netcode for GameObjects.
  • One brain across four genresThe Universality Lab runs a tactical shooter, stalking creature, support caster and true Physics2D enemy on the same identity, goal, spatial, action and Black Box platform.
  • Scheduler, LOD and scaleA shared cognition scheduler, significance LOD, sleeping/wake rules and bounded deferral ship with reproducible 10/50/100/250-brain Player benchmarks.
G / PROVE

See why it happened—and lock that behavior down

The debugging and release toolchain treats AI behavior as evidence that can be inspected, replayed and tested.

  • Reasoning WorkbenchFilter, select, annotate, highlight and export the bounded causal chain from stimulus through belief, plan, command and effect.
  • Reasoning ContractsDesigner-authored order, occurrence, forbidden-event and timing checks return explicit pass, fail or retention-aware inconclusive results.
  • Suspicion Graph Studio and Tuning LabValidate fingerprinted five-tier profiles, run deterministic evidence timelines, compare A/B curves and export stable JSON/CSV matrices.
  • AI Black Box and offline replayAsk conversational Why, export checksum-sealed incidents and independently replay captured target, goal, spatial and action decisions.
  • Feature and certification labsTwenty-nine deterministic Feature Lab stories, adapter contracts, a four-genre Universality Lab and the 250-brain Scale Lab ship with the product.
  • Release and adoption evidenceTwelve clean-import/IL2CPP gates, production-LTS CI checks and three independent playable games verify the same brain outside the authoring project.
Core or Pro

Choose the layer your game needs.

Pro contains Core. They are alternative installs, not packages that should be stacked together.

Install Argus Core or Argus Pro—never both.Pro already includes the complete Core feature set.
CapabilityARGUS COREARGUS PRO
Perception and suspicion Included Included
Basic guard behavior Included Included
Alert propagation Included Included
Brain Allocation, recipes and no-code actions Included
Memory, reports, goals and fair adaptation Included
Entities, factions, spatial and navigation contracts Included
Search, pursuit, formations, cover and fire teams Included
Morale, breach, ordnance and smart objects Included
Humanized fire control and Combat Flow Included
Save/load, pooling, authority and Physics2D Included
Black Box, replay, labs and release contracts Included
Drop-In or interfaces

One brain without one mandatory body.

Start with Brain Allocation or Argus Pro Enemy (Drop-In), then keep or replace movement, navigation, actions, capabilities, targeting, state, time, random, telemetry and networking through public C# interfaces.

PROJECT EDGEREPLACEABLE
YOUR BODY · ONE ARGUS BRAIN
NavMeshPhysics2DRoot motionKCCA*ECSCustom

Keep cognition, goals, tactics, continuity and reasoning. Swap the adapters that touch your gameplay.

Shipped authoring surface

Built to be learned, tested, and changed.

06

Editable brain recipes

Start with Guard, Ranged, Melee, Hunter, Brain Only or Custom Actor Integration without locking the result.

07

No-code Action Cards

Connect common combat, support, spawn and custom mechanics through one authorized exact-once action path.

29

Feature Lab scenarios

Exercise the complete reasoning, tactics, combat, onboarding and integration stack one deterministic story at a time.

100%

Commented C# source

Read, modify, debug, and own the runtime. No black-box DLL and no subscription.

HONEST SCOPE / 01

Enemy cognition and a reference combat stack. Your game remains yours.

Bring your own production character art and animations. Your game remains authoritative for movement, animation, damage, camera, player control and presentation. Argus Pro is deterministic gameplay AI: no machine learning, no generative AI, no cloud service, no telemetry dependency, and no subscription.

Questions, answered

Before you choose the brain.

Is Argus Pro an add-on that requires Argus Core?

No. Argus Pro includes the complete Argus Core feature set. Install Core or Pro—never both—in the same project.

What does Pro add beyond Argus Core?

Core provides perception, awareness, suspicion, basic guard behavior, and alert propagation. Pro adds outcome-first onboarding, durable memory, imperfect reports, persistent goals, utility doctrines, coordinated search and operations, fair combat direction, specialist tactics, continuity, scale tooling, and the complete reasoning and certification toolchain shown on this page.

Does the AI read the hidden player Transform to make predictions?

No. Prediction and tactical decisions are built from genuine observations and reports. The design goal is enemies that reason from evidence rather than omniscient access to hidden player state.

Do I have to use NavMesh or the included combat stack?

No. The reference NavMesh path and combat stack provide a complete starting point, but the same brain supports genuine Physics2D and public interfaces for root motion, KCC, A*, ECS, grid movement, custom locomotion, animation, damage and abilities.

Does it include production characters and animations?

Bring your own production character art and animations. Argus Pro provides enemy cognition, tactical decisions, integration contracts, and a reference combat stack.

Is this machine learning or generative AI?

No. Argus Pro uses deterministic gameplay AI. It has no machine-learning model, generative AI service, cloud dependency, or subscription.

Can the brain survive pooling, saves and network authority changes?

Yes. Versioned cognition snapshots cover identity remapping, beliefs, goals, claims, cooldowns, resources, operations, deterministic continuation and wake state. Authority is transport-neutral, with an isolated Netcode for GameObjects reference bridge.

What does the published 250-enemy benchmark prove?

It is a reproducible Windows Player workload for the shipped scheduler, LOD, perception, memory, targeting, utility, spatial, action, movement and route-query stack at 10, 50, 100 and 250 enemies. It deliberately excludes your characters, animation and rendering, so profile your final game before choosing a production budget.

What stage is Argus Pro at?

Argus Pro is at 1.0.0-rc.1. The complete automated release certification passes; the final 1.0 label remains reserved for the documented first-time-user observation of the Argus Home path in under ten minutes.

Argus Pro 1.0.0-rc.1 · automated gates complete

Your character. A complete enemy brain.

Perceive. Remember. Decide. Act. Coordinate. Explain why.