XESOFT Explore Argus
Unity enemy AI mechanic / 8 sec

Unity Enemy Vision: Field of View and Line of Sight

See how Argus combines focused and peripheral vision cones, obstruction checks, awareness buildup, and readable detection boundaries for Unity enemy AI.

Published May 26, 2026Video 1 of 10By XeSoft
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What this clip demonstrates

  • Focused and peripheral cones can use different detection strengths.
  • World geometry blocks the eye-to-target visibility test.
  • The ground arc represents the tuned detection boundary rather than a decorative maximum range.
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Implementation notes

A useful enemy-vision system needs more than a radius check. Range decides whether a target is worth testing, the view angle models the guard field of view, and a final raycast establishes whether the target is actually visible. Keeping those stages separate makes both performance and tuning predictable.

Argus turns a valid sight sample into awareness over time. That creates a reaction window instead of an instant binary failure, while the focused and peripheral regions let a player read the difference between crossing the edge of a guard vision and walking directly in front of them.