Keep the systems
your game already owns.
Argus observes, remembers, and publishes. These recipes show where to connect your combat, animation, navigation, audio, damage, and project-specific perception without modifying the package.
Connect Argus to an Existing Combat AI
Use the verified IArgusGuardReactions seam to let Argus own detection while your existing Unity component owns attacks, animation, IK, and combat decisions.
Open the verified recipe → 02 Grid movement, custom steering, deterministic navigation, and non-NavMesh projectsUse Custom Pathfinding Instead of NavMesh
Implement the four-member IPathfinder interface so Argus investigation, patrol, and search actions can drive a grid, steering, or third-party movement system.
Open the verified recipe → 03 Damage systems, alarms, proximity senses, magic detection, scent trails, and gameplay eventsAdd Custom Senses, Damage Alerts, and World Sounds
Feed game-specific perception into Argus through ISensor, SoundBus, or an explicit custom stimulus while retaining awareness, suspicion, memory, squads, and debugging.
Open the verified recipe →Detection is information, not ownership.
StealthAgent runs sensors, accumulates awareness, transitions suspicion, selects a threat, and raises events. Your project can keep movement, animation, IK, ragdolls, weapons, and decision logic. The drop-in guard is an option—not a requirement.
Full source means there is no locked door.
Argus also exposes ISensor, ITransitionCondition, FsmStateBase, BTAction, BTCondition, blackboard reads, lighting samplers, and complete runtime source.