Unity enemy AI mechanic / 7 sec
Unity Guard Archetypes with ScriptableObject Tuning
Compare multiple Unity guards using different perception and suspicion profiles from reusable ScriptableObject configurations without branching their code.
What this clip demonstrates
- One reusable configuration can tune eyes, ears, memory, and suspicion together.
- Different guards share the same runtime code and debugging surface.
- Archetypes make difficulty changes deliberate and reviewable.
Implementation notes
Guard variety is easier to maintain when it lives in data. A rookie, veteran, or tracking specialist can share the same components while using different detection speeds, sensory ranges, decay, thresholds, and stimulus priorities.
Argus archetypes are ScriptableObject configurations, so the differences are visible in source control and reusable across prefabs. Designers can compare profiles without copying scripts or introducing state-specific subclasses.