Argus – Enemy Awareness & Detection AI
Complete stealth enemy AI: senses, suspicion, memory, squad tactics, radio alerts, takedowns, optional combat, a one-component guard, and a live debugger.
by XESOFT
Price History +
Argus is not just a vision cone or sensor pack. It is a complete stealth enemy awareness layer for Unity: guards see, hear, smell, discover evidence, build suspicion, remember threats, call nearby allies, search last-known positions, and explain exactly why they reacted.
A vision cone is easy. A stealth guard that feels right is the hard part. Argus gives you the full detection-to-response brain while your own character prefab keeps control of movement, animation, combat, IK, and art.
Argus is an OBSERVER: it watches the world, accumulates awareness, runs the suspicion state machine, chooses the most important threat, and raises events. Your code, or the included no-code guard, decides what to do.
TWO WAYS TO USE IT. NO MODE SWITCH.
• Working guard in 2 minutes: tag your player, add ONE component (Argus Guard Drop-In). It assembles senses, brain, movement, visuals, and optional combat, finds your player by itself, and a Setup Validator auto-fixes mistakes so a broken first run is impossible. Pick a personality from a dropdown. Wire attack/animation/SFX like a UI button.
• Want to tinker? Same component: reveal the underlying parts with one toggle (or unpack them), subscribe to events, write a new sense in ~20 lines, swap the pathfinding, or read the full source. Your path is just how deep you dig.
WHY ARGUS FEELS LIKE A REAL STEALTH GAME
• Per-source awareness: every seen player, heard sound, scent, and discovered clue has its own confidence that builds, decays, and is remembered before being forgotten.
• 5-tier suspicion FSM: Unaware → Suspicious → Investigating → Alarmed → Combat, with hysteresis and search dwell so guards do not flicker or instantly forget.
• Threat priority: a guard chasing a player it can see will not stay fixated on an old corpse clue. Argus separates “how alarmed am I?” from “what should I act on?”
• Squad coordination: one guard’s alarm can propagate through an AlertDirector zone, making nearby guards converge on the shared last-known threat position.
• Tenacious chase: once engaged, guards can pursue a live target position instead of giving up the instant the player steps behind them.
• Light, cover, and stealth modifiers: vision supports focused/peripheral cones, LOS, lighting, crouch/cover sample heights, and practical FOV cone visualization.
THE FULL STEALTH LOOP. NOW IN THE BOX.
• Spotted: the guard shouts before he shoots. A grace window makes getting caught dramatic, not cheap.
• Radio Time: he must survive a short call before the squad learns anything. Silence him mid-call (any angle, he is distracted) and the alert dies with him.
• Firefight: accuracy ramps with awareness, panic fire misses, a locked-on guard is lethal. Never fires through walls. Never fires on a rumor: relayed alerts make squads converge and search, but only a guard's own eyes pull the trigger.
• Takedown: choke or kill, but only guards who have not identified YOU: zone-wide alarm from thrown rocks does not protect them.
• Hide the body: carry it to tall grass. It is real evidence: guards see it, smell it, and ring-search it.
• He wakes up: non-lethal guards come to angry, alarmed, and rallying the squad. Buy time, not safety.
Entirely optional: the combat stack is a separate, deletable assembly built on Argus's public API. Bring your own combat: delete the folder, nothing else changes.
LIVE DEBUGGER
Argus includes an in-game debugger built for tuning and understanding stealth AI. Press F9 in the demo scenes and inspect any guard:
• current suspicion state
• raw, tier-driving, and combat awareness channels
• active tracks and priority threat
• why awareness is rising, falling, saturated, or combat-rising
• sensor setup warnings
• vision breakdown: distance, angle, lighting, LOS blocker, and time-to-suspicious
• world overlay lines for last-known position, priority threat, squad reports, and sensor ranges
This is the difference between guessing why a guard reacted and seeing the exact reason.
SENSES INCLUDED
• Vision: focused + peripheral cones, distance falloff, LOS, lighting hook, crouch/cover support
• Hearing: global sound bus, distance falloff, occlusion, per-sound weighting
• Smell: persistent scent sources for corpses, bait, food, blood, or the player
• Clue discovery: bodies, blood, footprints, broken objects, opened doors, dropped items
IN THE BOX
• Ready-to-play demo scene with baked NavMesh and CC0 animated characters
• 9 focused micro demo scenes for individual features
• No-code ArgusGuard actor
• VisionConeRenderer and DetectionMeter visual helpers
• LightStealthSampler for hide-in-dark gameplay
• SuspicionConfig presets: Default, Vigilant, Distracted
• Live in-game debugger and world overlay
• Setup-validation inspectors
• One-click demo scene builder
• Full commented C# source, no DLLs
• Offline PDF documentation
• 122 passing EditMode tests
SCOPE
Argus is a perception, suspicion, and alerting brain with an optional combat/takedown module. It is not an animation pack, IK system, or full game template: you bring your own art and characters, then connect through the one-component guard, events, or the included interfaces. The combat module is deliberately minimal and replaceable; for deep cover-shooter tactics, drive your own combat AI from Argus's events.
Support: hello@xesoft.dev