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 enemy-awareness AI.
Drop it in, and your guards come alive.
- Drop on the no-code ArgusGuard and it patrols, investigates, and hunts on its own
- Vision, hearing, smell, and clue senses feed one awareness model
- A 5-tier suspicion meter with real combat hysteresis
- Squad alerts, so one guard spotting you wakes the others nearby
- A ready-to-play demo scene with the NavMesh already baked
- Full C# source, 67 tests, and Vigilant / Distracted presets
Tools you can drop in today.
Focused, single-purpose packages. Buy once, own the source, ship faster.
Argus
Enemy Awareness & Detection AI
Drop-on enemy awareness and detection for stealth games. Argus watches the world through configurable senses (vision, hearing, smell, clues), builds suspicion through a 5-tier state machine, and coordinates squads, while your prefab keeps full control of movement, animation, and combat. Use the no-code guard, or subscribe to events and drive your own controller. Ships with a live in-game debugger so you can see exactly why a guard does what it does.
Available Animation Event Keeper
Reimport-proof Animation Events
Animation Events that survive FBX reimport. A small editor database remembers your events, and a postprocessor re-applies them through Unity's import pipeline automatically. Ships with a visual timeline (draggable markers, scrub preview, color-coded drift visualization, footstep auto-detection), a function picker that browses your receiver components, batch apply across many clips, a validation dashboard with one-click repair, and receiver stub generation. Editor-only and safe to remove. Writes standard Unity events.
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.