A production-ready, hybrid AI architecture. Combine FSM simplicity with Utility AI intelligence. Scale from mobile to hundreds of NPCs on PC.
Hybrid AI (FSM + Utility) with Object Pooling and 4-Level LOD.
3 Behavior Modes: Utility AI (organic), Persecutor (FSM infinite), Territorial (FSM leashed). All configurable.
Config caching (10x faster), conditional Sqrt (70% fewer), HashSet O(1) lookups. 500 NPCs on high-end PCs.
Gradual preloading, per-type limits, global limits, auto-cleanup. Zero GC spikes.
Clean public API, events for all systems. Add new states or ranged combat easily.
Clear orchestration via NpcController.
Main entry point. Holds references to all subsystems: Brain, Navigation, Combat, Health, Animation, Audio, VFX, Pool, LOD.
Pure C# logic. Decides state based on mode (Utility/FSM). Uses cached config for speed.
NpcPool reuses instances. NpcLOD reduces update frequency, animation, and audio for distant NPCs.
NpcAnimationController (procedural). NpcAudioController (3D spatial). NpcVFXController (particles).
Capabilities that matter for production.
Utility AI (personality-driven), Persecutor (infinite chase), Territorial (leashed). Switch via NpcConfig.
Gradual preloading (instances/frame), per-type limits, hot/cold types, auto cleanup of orphans.
Control brain update interval, animation quality (Full/Simple/Frozen), audio quality (Full/Effects/Muted).
No Animator Controller needed. Sine-wave based walk/run, attack windup, death collapse.
Dedicated sources for movement, action, voice. Dynamic footstep intervals based on speed.
Config caching (32+ vars), TryGetValue, HashSet collections, square distance checks, staggered updates.
Built for professional Unity workflows.
Get a robust, tested NPC system out of the box. Focus on your game, not rebuilding AI from scratch.
Accelerate prototyping and production. The modular design lets your team work on separate systems simultaneously.
Exposed Inspector parameters for tuning behavior, combat, audio, and LOD without touching code.
Watch the systems work together.
Complete API reference for N.E.X.U.S. v2
N.E.X.U.S. v2.0 - NPC Executive Unified System
Hybrid AI - Utility + FSM (Persecutor/Territorial)
Advanced Object Pooling - Gradual preloading, per-type limits
4-Level LOD - Control brain, animation, audio by distance
Save 150+ Hours - Don't start from scratch
For All Projects - From game jams to studios
Optimized & Tested - 500 NPCs on PC, 80 on mobile
Clean & Documented Code - Easy to customize and extend.
Yes. Player detection works with both Legacy and New Input System via the "Player" tag or direct reference.
Absolutely. Each module is decoupled. Use just the pooling, just the LOD, or just the Utility AI.
The core architecture is single-player. You can extend it with your own networking layer.
Optimized with config caching, TryGetValue, HashSet, and LOD. 500 NPCs take ~21ms on high-end PC.
Yes. Editor keys (K, J, L) for testing. Gizmos show radii. OnGUI debug displays available.
Yes. Full C# source is provided and well‑commented for customization.