game-ai
NPC AI engineering in Unity - choosing between finite state machines, hierarchical FSMs, behaviour trees, utility AI, GOAP, and steering; separating perception, decision, and action; sight and hearing perception with memory; NavMesh navigation with the AI Navigation package; A* alternatives; time-sliced updates and AI LOD; blackboards; group coordination; difficulty exposure; debugging, determinism, and testing AI as plain C#. Load when designing, implementing, debugging, or optimising enemy or NPC behaviour.
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