
🧠 AI Toolkit for Unity3D
🧠
AI Toolkit for Unity3D
Modular AI System for Game Developers
Modular AI System for Game Developers
Introducing a flexible and extensible AI framework designed to enhance NPC behaviors in Unity3D. Built with ScriptableObjects, State Machines, and Behavior Trees, this toolkit allows for dynamic and reusable AI components.

🧩 Key Features
🧩
Key Features
1. Modular Design with ScriptableObjects
Leverage Unity's ScriptableObjects to create modular and reusable AI components. This design promotes clean architecture and easy scalability across different projects.
2. Integrated State Machines and Behavior Trees
Combine the strengths of State Machines for high-level state transitions with Behavior Trees for detailed behavior execution within each state. This hybrid approach allows for sophisticated and responsive AI behaviors.
3. Dynamic Blackboard System
Implement a centralized Blackboard system that manages shared and local data for AI agents. This system supports various data types and enables agents to access and modify relevant information efficiently.
1. Modular Design with ScriptableObjects
Leverage Unity's ScriptableObjects to create modular and reusable AI components. This design promotes clean architecture and easy scalability across different projects.
2. Integrated State Machines and Behavior Trees
Combine the strengths of State Machines for high-level state transitions with Behavior Trees for detailed behavior execution within each state. This hybrid approach allows for sophisticated and responsive AI behaviors.
3. Dynamic Blackboard System
Implement a centralized Blackboard system that manages shared and local data for AI agents. This system supports various data types and enables agents to access and modify relevant information efficiently.
🧩 Key Features
1. Modular Design with ScriptableObjects
Leverage Unity's ScriptableObjects to create modular and reusable AI components. This design promotes clean architecture and easy scalability across different projects.
2. Integrated State Machines and Behavior Trees
Combine the strengths of State Machines for high-level state transitions with Behavior Trees for detailed behavior execution within each state. This hybrid approach allows for sophisticated and responsive AI behaviors.
3. Dynamic Blackboard System
Implement a centralized Blackboard system that manages shared and local data for AI agents. This system supports various data types and enables agents to access and modify relevant information efficiently.
🎥 Demonstrations
🎥 Demonstrations
Blackboard System in Action

Illustration of the Blackboard system managing both global and local data, allowing for nuanced and individualized agent behaviors
AI Behavior Demonstration

Showcase of AI agents transitioning between states like Wandering and Chasing, responding to in-game events such as taking damage or detecting the player.
Blackboard System in Action

Illustration of the Blackboard system managing both global and local data, allowing for nuanced and individualized agent behaviors
AI Behavior Demonstration

Showcase of AI agents transitioning between states like Wandering and Chasing, responding to in-game events such as taking damage or detecting the player.
🎥 Demonstrations
Blackboard System in Action

Illustration of the Blackboard system managing both global and local data, allowing for nuanced and individualized agent behaviors
AI Behavior Demonstration

Showcase of AI agents transitioning between states like Wandering and Chasing, responding to in-game events such as taking damage or detecting the player.
🔧 Technical Details
🔧
Technical Details
Framework: Unity3D
Programming Language: C#
Design Patterns: ScriptableObjects, State Machines, Behavior Trees
Tools Used: Odin Inspector for enhanced editor customization
Framework: Unity3D
Programming Language: C#
Design Patterns: ScriptableObjects, State Machines, Behavior Trees
Tools Used: Odin Inspector for enhanced editor customization
🔧 Technical Details
Framework: Unity3D
Programming Language: C#
Design Patterns: ScriptableObjects, State Machines, Behavior Trees
Tools Used: Odin Inspector for enhanced editor customization
📚 Inspiration and Resources
📚
Inspiration and Resources
This AI toolkit was inspired by various industry discussions and tutorials on AI architecture in game development. Notably, insights from TheKiwiCodee and other experts on integrating behavior trees and state machines have been instrumental.
This AI toolkit was inspired by various industry discussions and tutorials on AI architecture in game development. Notably, insights from TheKiwiCodee and other experts on integrating behavior trees and state machines have been instrumental.
📚 Inspiration and Resources
This AI toolkit was inspired by various industry discussions and tutorials on AI architecture in game development. Notably, insights from TheKiwiCodee and other experts on integrating behavior trees and state machines have been instrumental.