▲ 144 r/UnityAssets+2 crossposts

I made a modular zombie AI system for Unity with vision, searching, hordes, crawling and more

Hey everyone, I’ve just released Advanced Zombie AI Pro on the Unity Asset Store.

It’s the Pro version of my original Advanced Zombie AI asset, with a lot more systems, behaviours and customization options.

One of the things I specifically wanted to improve was vision detection.

A lot of AI systems treat visibility as basically yes or no. If a ray reaches the player, the enemy sees them. If it doesn’t, they’re hidden. That can feel a bit strange when, for example, only the player’s head or half of their body is visible from behind cover.

So I added partial detection. The zombie checks multiple regions of the player’s body and detection changes depending on how much of the player is actually visible. This means briefly exposing a small part of your body doesn’t have to be treated the same as standing completely in the open. This make Advance Zombie AI Pro ideal for stealth based games.

Apart from that, the system includes things like:

  • Profile-driven zombie AI: Create multiple zombie types using reusable ZombieProfile assets. Configure movement, vision, attacks, health behaviour, search logic, crawling, hunger, stun, and death settings without rewriting code.
  • Advanced stealth-friendly detection: Uses up to five target body regions such as head, chest, lower body, left, and right. You can decide how many visible regions trigger inspect mode or full chase, making partial visibility and stealth gameplay possible.
  • Complete zombie behaviour flow: Includes Idle, Wander, Alert, Chase, Inspect, Search, Attack, Hit, Stun, Eat, and Dead states for more believable zombie behaviour.
  • Standing and crawling zombie support: Zombies can walk, crawl, fall into crawling mode, or enter a second crawling phase after taking lethal damage.
  • Combat, damage, and death system: Includes hit reactions, stun behaviour, health events, animation death, ragdoll death, and easy weapon/player health integration.
  • Hunger and corpse eating system: Zombies can detect and eat dead bodies or food targets, useful for horror scenes and dynamic enemy behaviour.
  • State-based zombie audio system: Configure idle, wander, chase, inspect, attack, hit, stun, eating, crawl, and death sounds using ZombieAudioProfile, with loop audio, timed one-shots, random clip selection, and 3D audio settings.
  • Noise reaction and group alerting: Attract zombies using gunshots, explosions, alarms, footsteps, or custom noise events. Zombies can also alert nearby zombies when they detect a target.
  • Editor setup tools and custom inspectors: Quickly prepare zombie prefabs with setup tools that add required components, audio sources, health, AI, ragdoll support, and other references.
  • Debug-friendly workflow: Built-in debug options help visualize and tune detection, behaviour states, targets, health, and audio playback during development.

I’ve also put quite a bit of work into making the setup and editor workflow easier, so most of the system can be configured without digging through scripts.

Would love to hear what you think, especially if you’ve used the original version before.

u/Winter-Attention1564 — 7 days ago
▲ 0 r/unity

I made a modular zombie AI system for Unity

https://reddit.com/link/1vm4ruf/video/z6j78acgmvih1/player

Hey everyone, I’ve just released Advanced Zombie AI Pro on the Unity Asset Store.

It’s the Pro version of my original Advanced Zombie AI asset, with a lot more systems, behaviours and customization options.

One of the things I specifically wanted to improve was vision detection.

A lot of AI systems treat visibility as basically yes or no. If a ray reaches the player, the enemy sees them. If it doesn’t, they’re hidden. That can feel a bit strange when, for example, only the player’s head or half of their body is visible from behind cover.

So I added partial detection. The zombie checks multiple regions of the player’s body and detection changes depending on how much of the player is actually visible. This means briefly exposing a small part of your body doesn’t have to be treated the same as standing completely in the open. This make Advance Zombie AI Pro ideal for stealth based games.

Apart from that, the system includes things like:

  • Profile-driven zombie AI: Create multiple zombie types using reusable ZombieProfile assets. Configure movement, vision, attacks, health behaviour, search logic, crawling, hunger, stun, and death settings without rewriting code.
  • Advanced stealth-friendly detection: Uses up to five target body regions such as head, chest, lower body, left, and right. You can decide how many visible regions trigger inspect mode or full chase, making partial visibility and stealth gameplay possible.
  • Complete zombie behaviour flow: Includes Idle, Wander, Alert, Chase, Inspect, Search, Attack, Hit, Stun, Eat, and Dead states for more believable zombie behaviour.
  • Standing and crawling zombie support: Zombies can walk, crawl, fall into crawling mode, or enter a second crawling phase after taking lethal damage.
  • Combat, damage, and death system: Includes hit reactions, stun behaviour, health events, animation death, ragdoll death, and easy weapon/player health integration.
  • Hunger and corpse eating system: Zombies can detect and eat dead bodies or food targets, useful for horror scenes and dynamic enemy behaviour.
  • State-based zombie audio system: Configure idle, wander, chase, inspect, attack, hit, stun, eating, crawl, and death sounds using ZombieAudioProfile, with loop audio, timed one-shots, random clip selection, and 3D audio settings.
  • Noise reaction and group alerting: Attract zombies using gunshots, explosions, alarms, footsteps, or custom noise events. Zombies can also alert nearby zombies when they detect a target.
  • Editor setup tools and custom inspectors: Quickly prepare zombie prefabs with setup tools that add required components, audio sources, health, AI, ragdoll support, and other references.
  • Debug-friendly workflow: Built-in debug options help visualize and tune detection, behaviour states, targets, health, and audio playback during development.

I’ve also put quite a bit of work into making the setup and editor workflow easier, so most of the system can be configured without digging through scripts.

It’s currently 50% off for launch.

Would love to hear what you think, especially if you’ve used the original version before.

Get it: https://assetstore.unity.com/packages/slug/391558

reddit.com
u/Winter-Attention1564 — 8 days ago
▲ 0 r/unity

I made a Unity tool for blending animations per bone and baking the result

https://reddit.com/link/1vm4not/video/8tgecix4mvih1/player

Hey everyone, I’ve just released a new Unity editor tool called AnimFuse.

I originally made it for a pretty common problem I kept running into. You have two animations that are close to what you need, but neither one works perfectly on its own.

For example, you might want the legs from a walk animation and the upper body from an aiming animation.

AnimFuse lets you blend two animations using a per-bone mask, preview the result in the editor, make pose corrections if some bones look wrong, and then bake the final result into a normal .anim clip.

So instead of setting up animator layers every time or being stuck with a bad combined pose, you can create the animation you actually want and save it as its own clip.

Key Features:

  • Blend two Humanoid animation clips into one animation
  • Built-in Humanoid pose editing for the torso, spine, chest, head, arms, hands, legs, and feet
  • Independent Clip 2 influence for Body, Head, Arms, Legs, and Fingers
  • Master influence control for quickly adjusting the complete blend
  • Real-time animation preview
  • Clamp, Loop, Stretch and Loop Clip 1 + Stretch Clip 2 time mapping for clips of different lengths
  • Independent root position and root rotation sources
  • Preserve or remove root translation and rotation with in-place options
  • Visual XZ root-motion trajectory
  • Automatic or custom output frame rate from 1–240 FPS
  • Copy Clip 1 animation events or omit them
  • Unity Undo/Redo support for all pre-bake settings
  • Bake standalone, retargetable Humanoid .anim clips
  • Editor-only workflow with no runtime component required

Ideal For:

  • Combining locomotion with aiming or combat poses
  • Reusing upper-body animation across different movements
  • Creating quick animation variations
  • Correcting poses without reopening the source animation
  • Building reusable Humanoid animation libraries
reddit.com
u/Winter-Attention1564 — 8 days ago
▲ 134 r/unity+1 crossposts

I made a Unity tool for blending two animations per bone, correcting the pose and baking the result

Hey everyone, I’ve just released a new Unity editor tool called AnimFuse.

I originally made it for a pretty common problem I kept running into. You have two animations that are close to what you need, but neither one works perfectly on its own.

For example, you might want the legs from a walk animation and the upper body from an aiming animation.

AnimFuse lets you blend two animations using a per-bone mask, preview the result in the editor, make pose corrections if some bones look wrong, and then bake the final result into a normal .anim clip.

So instead of setting up animator layers every time or being stuck with a bad combined pose, you can create the animation you actually want and save it as its own clip.

Key Features:

  • Blend two Humanoid animation clips into one animation
  • Built-in Humanoid pose editing for the torso, spine, chest, head, arms, hands, legs, and feet
  • Independent Clip 2 influence for Body, Head, Arms, Legs, and Fingers
  • Master influence control for quickly adjusting the complete blend
  • Real-time animation preview
  • Clamp, Loop, Stretch and Loop Clip 1 + Stretch Clip 2 time mapping for clips of different lengths
  • Independent root position and root rotation sources
  • Preserve or remove root translation and rotation with in-place options
  • Visual XZ root-motion trajectory
  • Automatic or custom output frame rate from 1–240 FPS
  • Copy Clip 1 animation events or omit them
  • Unity Undo/Redo support for all pre-bake settings
  • Bake standalone, retargetable Humanoid .anim clips
  • Editor-only workflow with no runtime component required

Ideal For:

  • Combining locomotion with aiming or combat poses
  • Reusing upper-body animation across different movements
  • Creating quick animation variations
  • Correcting poses without reopening the source animation
  • Building reusable Humanoid animation libraries

It’s currently 50% off for launch on the Unity Asset Store.

Get AnimFuse: https://assetstore.unity.com/packages/slug/393674

u/Winter-Attention1564 — 8 days ago

AnimFuse: Animation Blending, Pose Editing and Baking

https://reddit.com/link/1vm4jze/video/cj6v5toqkvih1/player

Hey everyone, I’ve just released a new Unity editor tool called AnimFuse.

I originally made it for a pretty common problem I kept running into. You have two animations that are close to what you need, but neither one works perfectly on its own.

For example, you might want the legs from a walk animation and the upper body from an aiming animation.

AnimFuse lets you blend two animations using a per-bone mask, preview the result in the editor, make pose corrections if some bones look wrong, and then bake the final result into a normal .anim clip.

So instead of setting up animator layers every time or being stuck with a bad combined pose, you can create the animation you actually want and save it as its own clip.

Key Features:

  • Blend two Humanoid animation clips into one animation
  • Built-in Humanoid pose editing for the torso, spine, chest, head, arms, hands, legs, and feet
  • Independent Clip 2 influence for Body, Head, Arms, Legs, and Fingers
  • Master influence control for quickly adjusting the complete blend
  • Real-time animation preview
  • Clamp, Loop, Stretch and Loop Clip 1 + Stretch Clip 2 time mapping for clips of different lengths
  • Independent root position and root rotation sources
  • Preserve or remove root translation and rotation with in-place options
  • Visual XZ root-motion trajectory
  • Automatic or custom output frame rate from 1–240 FPS
  • Copy Clip 1 animation events or omit them
  • Unity Undo/Redo support for all pre-bake settings
  • Bake standalone, retargetable Humanoid .anim clips
  • Editor-only workflow with no runtime component required

Ideal For:

  • Combining locomotion with aiming or combat poses
  • Reusing upper-body animation across different movements
  • Creating quick animation variations
  • Correcting poses without reopening the source animation
  • Building reusable Humanoid animation libraries

It’s currently 50% off for launch on the Unity Asset Store.

Get AnimFuse: https://assetstore.unity.com/packages/slug/393674

assetstore.unity.com
u/Winter-Attention1564 — 8 days ago

Advance Zombie AI Pro: Modular Zombie AI for Unity

https://reddit.com/link/1vm4gc3/video/6x6zpyf3kvih1/player

Hey everyone, I’ve just released Advanced Zombie AI Pro on the Unity Asset Store.

It’s the Pro version of my original Advanced Zombie AI asset, with a lot more systems, behaviours and customization options.

Key Features

  • Profile-driven zombie AI: Create multiple zombie types using reusable ZombieProfile assets. Configure movement, vision, attacks, health behaviour, search logic, crawling, hunger, stun, and death settings without rewriting code.
  • Advanced stealth-friendly detection: Uses up to five target body regions such as head, chest, lower body, left, and right. You can decide how many visible regions trigger inspect mode or full chase, making partial visibility and stealth gameplay possible.
  • Complete zombie behaviour flow: Includes Idle, Wander, Alert, Chase, Inspect, Search, Attack, Hit, Stun, Eat, and Dead states for more believable zombie behaviour.
  • Standing and crawling zombie support: Zombies can walk, crawl, fall into crawling mode, or enter a second crawling phase after taking lethal damage.
  • Combat, damage, and death system: Includes hit reactions, stun behaviour, health events, animation death, ragdoll death, and easy weapon/player health integration.
  • Hunger and corpse eating system: Zombies can detect and eat dead bodies or food targets, useful for horror scenes and dynamic enemy behaviour.
  • State-based zombie audio system: Configure idle, wander, chase, inspect, attack, hit, stun, eating, crawl, and death sounds using ZombieAudioProfile, with loop audio, timed one-shots, random clip selection, and 3D audio settings.
  • Noise reaction and group alerting: Attract zombies using gunshots, explosions, alarms, footsteps, or custom noise events. Zombies can also alert nearby zombies when they detect a target.
  • Editor setup tools and custom inspectors: Quickly prepare zombie prefabs with setup tools that add required components, audio sources, health, AI, ragdoll support, and other references.
  • Debug-friendly workflow: Built-in debug options help visualize and tune detection, behaviour states, targets, health, and audio playback during development.

I’ve also put quite a bit of work into making the setup and editor workflow easier, so most of the system can be configured without digging through scripts.

It’s currently 50% off for launch.

If you already own the original Advanced Zombie AI, you can upgrade to Advanced Zombie AI Pro for $15 instead of buying it again at full price.

Would love to hear what you think, especially if you’ve used the original version before.

Get it: https://assetstore.unity.com/packages/slug/391558

assetstore.unity.com
u/Winter-Attention1564 — 8 days ago
▲ 9 r/UnityAssets+1 crossposts

Advanced Zombie AI Version 1.0.4 Released!

Version 1.0.4

This update includes a major rework of the asset’s internal architecture, along with several performance and usability improvements.

  • Reworked the AI architecture
  • Improved perception and NavMesh performance
  • Simplified the zombie setup process
  • Redesigned the custom inspectors
  • Improved targeting, IK, spawning, and waypoint systems
  • Removed legacy input code
  • Added new GitBook documentation

This update makes the asset cleaner, faster, easier to use, and more maintainable for future updates.

Thank you for your continued support!

u/Winter-Attention1564 — 21 days ago