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Active development · feature set may change
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ARGUS PRO

Build enemies that act on evidence—not hidden player state.

Enemy intelligence, end to end.

A modular Unity 6 runtime that connects perception, suspicion, locomotion, memory, decisions, squad tactics, cover combat, health, aiming, and weapons into one explainable stack.

ENGINE Unity 6 STATUS In development SOURCE Full C# MODEL Deterministic
ARGUS PRO / COGNITION PIPELINE EVIDENCE ONLINE
VISUAL · target crossed west opening · 0.4s REPORT · ally_02 heard movement · 1.1s MEMORY · last confirmed route · confidence 0.78
01OBSERVEsenses · clues
02REMEMBERtime · confidence
03SCOREutility · contracts
04COORDINATEroles · positions
05ACTmove · fight
SELECTED ACTIONINTERCEPT / WEST
REASONroute evidence + open role
FORBIDDENhidden target transform
The design rule

No omniscience disguised as intelligence.

Argus Pro is being built around observations, timestamps, confidence, reports, and explicit contracts. Enemies can infer. They can be wrong. They can receive old information. They can coordinate without secretly knowing where the player is.

OBSERVATIONSMEMORYDECISIONSACTIONS
Current development scope

From first clue to coordinated response.

Use the complete Drop-In enemy or integrate only the modules and interfaces your game needs.

01 / SENSE

Perception and suspicion

See, hear, smell, discover clues, respond to lighting and crouching, and escalate through five readable suspicion levels.

02 / REMEMBER

Durable observation memory

Keep useful observations after contact is lost instead of collapsing every decision into the current frame.

03 / REPORT

Imperfect shared intelligence

Exchange timestamped reports with nearby allies while preserving age, uncertainty, and the difference between seeing and hearing.

04 / DECIDE

Evidence-scored decisions

Choose actions through readable utility evidence and contracts—not privileged access to hidden player state.

05 / SEARCH

Coordinated investigation

Divide search and investigation work so a squad covers useful space instead of checking the same point repeatedly.

06 / PREDICT

Observation-based interception

Predict likely escape trajectories from genuine observations, then assign pursuit, interception, and containment work.

07 / FIGHT

Cover and fire-team tactics

Claim cover, peek in bounded windows, suppress, advance, hand off covering fire, reposition, and retreat when wounded.

08 / EXPLAIN

Reasoning you can inspect

Read scoring evidence, reasoning traces, contracts, assignments, and debugging signals while the encounter is running.

The cognition loop

A decision has a paper trail.

Every step preserves the evidence that caused the next one.

01

Observe

Create evidence from senses and world events.

02

Remember

Retain timestamped observations after contact breaks.

03

Share

Pass imperfect reports to allies without manufacturing certainty.

04

Score

Compare actions against current evidence, needs, and contracts.

05

Coordinate

Assign non-overlapping roles, positions, and tactical work.

06

Act

Move, search, take cover, fight, recover, or retreat.

Squad intelligence

Six enemies. Six useful jobs.

The target is not six agents sprinting toward one last-known point. Pro assigns distinct tactical work and keeps positions claimed so coordination survives contact with the level.

PursuerMaintains pressure on the best-supported target path.
InterceptorMoves toward a plausible future crossing point.
ContainmentCloses escape routes instead of joining the same chase line.
Pincer wingBuilds lateral pressure from a distinct approach.
SupportProtects movement, supplies covering fire, and responds to need.
ReserveHolds useful depth until the encounter creates a better job.
SQUAD / BRAVO6 ROLES ASSIGNED
prediction confidence 0.78report age 0.4s
Cover and fire teams

Combat is coordinated work—not a firing checkbox.

Discover cover or use authored points. Claim separate positions. Peek for bounded firing windows. Suppress while one teammate advances. Hand off covering fire. Recover, reposition, and retreat when wounds change the value of the fight.

COVERdiscover · claim · release
FIREpeek · suppress · recover
TEAMprotect · advance · hand off
SURVIVEreposition · retreat
Core or Pro

Choose the layer your game needs.

Pro contains Core. They are alternative installs, not packages that should be stacked together.

Install Argus Core or Argus Pro—never both.Pro already includes the complete Core feature set.
CapabilityARGUS COREARGUS PRO
Perception and suspicion Included Included
Basic guard behavior Included Included
Alert propagation Included Included
Durable observation memory Included
Imperfect intelligence sharing Included
Utility decisions and contracts Included
Coordinated search and tactics Included
Predictive interception and formations Included
Cover combat and fire teams Included
Advanced reasoning tools Included
Drop-In or interfaces

A complete path without a closed architecture.

Add Argus Pro Enemy (Drop-In) to assemble the full reference stack, or connect individual modules through public C# interfaces. The included NavMesh implementation is a starting point, not a lock-in strategy.

LOCOMOTION CONTRACTREPLACEABLE
IArgusProLocomotion
NavMeshRoot motionKCCA*ECSCustom

Keep cognition and tactics. Swap the component that moves the body.

Planned release package

Built to be learned, tested, and changed.

01

Playable stealth demo

See the complete stack operating in an encounter rather than isolated editor screenshots.

09

Focused micro-demos

Learn one system at a time with scenes built around a single mechanic or integration boundary.

15

Feature Lab scenarios

Exercise the Pro systems through fifteen deliberately scoped tactical situations.

100%

Commented C# source

Read, modify, debug, and own the runtime. No black-box DLL and no subscription.

HONEST SCOPE / 01

Enemy cognition and a reference combat stack. Your game remains yours.

Bring your own production character art and animations. Argus Pro is deterministic gameplay AI: no machine learning, no generative AI, no cloud service, no telemetry dependency, and no subscription.

Questions, answered

Before the first development build.

Is Argus Pro an add-on that requires Argus Core?

No. Argus Pro includes the complete Argus Core feature set. Install Core or Pro—never both—in the same project.

What does Pro add beyond Argus Core?

Core provides perception, awareness, suspicion, basic guard behavior, and alert propagation. Pro adds durable memory, imperfect intelligence sharing, utility decisions, coordinated investigation and search, predictive interception, tactical actions, combat formations, cover combat, fire-team coordination, advanced tuning, and reasoning tools.

Does the AI read the hidden player Transform to make predictions?

No. Prediction and tactical decisions are built from genuine observations and reports. The design goal is enemies that reason from evidence rather than omniscient access to hidden player state.

Do I have to use NavMesh or the included combat stack?

No. The built-in NavMesh locomotion and reference combat stack provide a complete starting path, but public C# interfaces are designed for custom locomotion, root motion, KCC, A*, ECS, another controller, or your own production combat systems.

Does it include production characters and animations?

Bring your own production character art and animations. Argus Pro provides enemy cognition, tactical decisions, integration contracts, and a reference combat stack.

Is this machine learning or generative AI?

No. Argus Pro uses deterministic gameplay AI. It has no machine-learning model, generative AI service, cloud dependency, or subscription.

When will Argus Pro be released?

It is still in active development, and the feature set and presentation may change before release. This page documents the current direction without promising a release date.

Argus Pro · in development

Awareness was the first layer.

Now the enemy gets memory, judgment, teamwork, and a reason for every move.