I build Unity tools that survive real games.
I'm a solo gamedev. Everything XeSoft sells got hammered in my own project first, then cleaned up, documented, and shipped with full C# source. No black boxes, no abandonware. Start with Argus, my complete stealth-AI layer.
Drop it in, and your guards come alive.
- Drop the ArgusGuard Drop-In on any character and the brain, senses, NavMesh, visuals, and (optional) combat come pre-wired
- Vision, hearing, smell, and clue senses feed one per-source awareness model
- A 5-tier suspicion meter with proper combat hysteresis and per-type tier caps
- Three-mode squad coordination with Radio Time: silence the spotter mid-call and the alert dies with him
- Optional, deletable combat module: takedowns, body carry, hide-the-body, non-lethal wake-up
- Live in-game debugger (F9), 129 tests, full C# source, Vigilant / Standard / Distracted presets
Tools you can drop in today.
Focused, single-purpose packages. Buy once, own the source, ship faster.
Argus
Enemy Awareness, Detection & Stealth AI
A complete stealth enemy AI layer for Unity. Argus guards see, hear, smell, find evidence, build suspicion, remember threats, radio their squad, converge, fight back, get choked out, and explain why they reacted. One drop-in component assembles brain, senses, NavMesh, visuals, and an optional combat module that you can delete entirely if you want to bring your own. Live in-game debugger (F9) shows you exactly what every guard is thinking.
Available Animation Event Keeper
Reimport-proof & Rename-proof Animation Events
Animation Events that survive FBX reimport AND survive receiver method renames. Apply once; a small database + postprocessor re-applies through Unity's official pipeline forever. Rename Guard validates every event-to-method link after each compile and heals receiver renames project-wide in one click (or automatically via the [AnimationEventFormerlyKnownAs] attribute). Project X-Ray scans your whole project, names every doomed event before the next reimport eats it, and Adopt All makes the whole project reimport-proof in one click. Editor-only, full C# source, safe to remove.
Coming soon Grip Studio
Reimagined Grip Authoring
A newly envisioned UX to author gripping objects, dead are the days of painstakingly authoring a grip.
I'm Xerav, and XeSoft is just me. I build the tools I needed for my own game and didn't feel like rebuilding for the next one.
Argus started as a problem. Every stealth-AI asset I tried wanted to own my enemies: their movement, their animation, their whole brain. They fought my active-ragdoll and IK rig and jittered all over the place. So I flipped it around. Argus only watches. It works out what a guard sees, hears, and suspects, then tells you, and your character keeps doing exactly what it already does.
Everything I put up here works the same way: it survived a real game first, it ships with the full source, and I actually answer the emails.
XeravSolo developer, XeSoft
Tools built the way I'd want to buy them.
Born in a real game
Every tool here got carved out of my own project, not a tech demo. If it is on this page, it already survived a game I was actually trying to ship.
Documented properly
Inline tooltips that explain the why, a real README per package, and diagrams. You should not have to read my source code just to use it.
Stays out of your way
No god-objects, no singletons forced on you, nothing reaching into your systems. Events and interfaces at the seams, so it drops into your project instead of taking it over.
Tested, and I answer
Automated test suites ship with the source, and support comes from me directly over email and Discord. No ticket queue, no bot.
Building something?
Questions about a tool, a custom request, or you just want to know what's next? Email me. You'll reach me, not a queue.