Unity tools, forged inside real games.
Production-tested Unity tools with full C# source, honest documentation, and no black boxes. Built for my own game first—then refined for yours.
Drop it in, and your guards come alive.
Vision, hearing, smell and clues feed one readable suspicion model.
Alerts spread through believable radio calls you can interrupt in play.
Argus observes and reports. Your movement, animation and combat stay yours.
Inspect every decision live, backed by 139 automated Core tests and full source.
Give any character a brain built for the game you are making.
Choose Action, Stealth, or Shooter and connect perception, memory, goals, utility, squad operations, fair combat, continuity, and full reasoning tools without replacing the character, animation, combat, or world systems your project already owns.
Tools for the systems that matter.
Available tools, release-stage systems, and the next generation currently in development. Full source, direct support, and no black boxes.
Argus
Enemy Perception, Awareness & Suspicion AI
The evidence layer for Unity enemies: perception, awareness, suspicion, basic guard behavior, alert propagation, and readable debugging—with full source and open integration seams.
Argus Pro
Give Any Character a Complete Enemy Brain
An evidence-driven Unity 6 enemy brain with memory, goals, utility decisions, squad tactics, fair combat, no-code onboarding, open adapters, and full reasoning tools.
Available Animation Event Studio
Reimport-proof & Rename-proof Animation Events
Animation Events that survive FBX reimports and receiver-method renames. Author, preview, validate and repair events from one editor-first workflow—with full source and zero runtime footprint.
Available Grip Studio
Hand Pose + Object Grip Authoring
Author reliable one- and two-handed grips directly on the object that owns them, validate the full character, then apply the same relationship at runtime.
Unity pipeline tools for teams shipping every week.
Beyond Asset Store packages, XeSoft is testing focused tools for build review, project integrity, mobile release artifacts, CI failure triage, and editor iteration. Each brief publishes its input boundary, sample output, limitations, and a one-week path to a first testable integration after workflow fit is confirmed. Start with the production event and available evidence if you are not sure which check fits.
Compare an accepted Unity build with one candidate.
Review size, payload, shader, Addressables, duplication, duration, and dependency movement under an exact build-contract gate. Summaries stay local; mismatch becomes unknown.
Run Build Delta Guard → Working local preview · repository integrityCompare an accepted repository manifest with one candidate PR.
Review asset/meta parity, GUID identity, changed serialized references, package movement, and Git LFS storage evidence under one exact extraction contract. Manifests stay local; incomplete evidence cannot silently pass.
Run Project Integrity Bot → Working local preview · mobile releaseCompare an accepted mobile release with one candidate.
Review permission, entitlement, SDK, architecture, metadata, symbol, debug-content, and payload movement under an exact release contract. Inventories stay local; no package upload.
Run Mobile Release Auditor → Working local preview · CI failureCompare a failed Unity CI log with the last green run.
Get a stable fingerprint and one bounded next check. Logs stay in the browser; context mismatches return unknown and manual redaction review remains required.
Run Failure Fingerprinter → Working local preview · editor loopCompare repeated editor-loop timing summaries.
Review compile, reload, import, and enter-play medians under visible environment, sample-count, spread, and budget gates. Mismatch or noise returns unknown.
Run Iteration Guard →Useful before you buy anything.
Practical lessons from building perception, suspicion, memory, and search behavior inside a real stealth game.
Enemy vision and line of sight
Design reliable enemy vision in Unity with field-of-view checks, line-of-sight occlusion, focused and peripheral cones, awareness buildup, and fair loss of sight.
8 min read → HearingAI hearing and sound occlusion
Build useful AI hearing in Unity with a global sound event bus, intensity-based range, sound categories, wall occlusion, material attenuation, and debuggable reactions.
7 min read → AwarenessStealth suspicion meter design
Design a readable suspicion meter for Unity stealth AI using evidence tracks, tier thresholds, decay, memory, hysteresis, threat priority, and player-facing feedback.
9 min read →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.