Enemy Vision in Unity: Field of View, Line of Sight, and Fair Detection
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.
Practical design notes from building Argus inside a real game: perception, awareness, memory, search, and the debugging tools that make the whole system shippable.
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.
Build useful AI hearing in Unity with a global sound event bus, intensity-based range, sound categories, wall occlusion, material attenuation, and debuggable reactions.
Design a readable suspicion meter for Unity stealth AI using evidence tracks, tier thresholds, decay, memory, hysteresis, threat priority, and player-facing feedback.
Build fair enemy search behavior in Unity using last-known positions, investigation phases, line-of-sight loss, expanding search points, squad reports, and readable AI memory.
Add light-aware stealth detection in Unity using scene light sampling, occlusion checks, brightness multipliers, crouch-aware sample points, fair thresholds, and practical debugging.
Drop-in guards or event-driven integration, full source, and a live debugger that explains every reaction.