THE POWER OF BLAZE AI
You'll be able to create any enemy type using Blaze AI. For example:
Wandering/fleeing animals or brainless zombies ✅
Smart AIs that respond to the environment and corrdinate their attacks ✅
Cover shooter AI that fires, hides behind cover and tries not to get shot ✅
Ranged AI that throws spears from a distance ✅
A melee brute fighter ✅
An agile AI that can jump, drop and climb ladders ✅
FRAMEWORK-FREE APPROACH
Blaze AI offers a very simplistic approach to building your AIs and doesn't force a certain methodology or framework. However and whatever you want to do, Blaze gives you the freedom to do it in any way. This means Blaze is integratable with any system or asset out there. No matter what. As it leaves you to connect the gaps together between systems in any way you like. It also works with visual scripting.
MODULAR & STATE-INDEPENDANT DESIGN
Every state has it's own behaviour script which is a MonoBehaviour that can either be edited or even written from sctach for highly-customizable behaviour. You can even swap the behaviour script of a state in runtime to make your enemy act differently in certain conditions. Lastly, not all states need to be used. Use what you need and leave the rest empty.
OFF MESH LINKS
Blaze AI is the first and only AI on the store to support off mesh links with an incredibly smart integration that can be dynamically turned on or off. Blaze AI agents can jump, fall and climb ladders. Also works with root motion and companions too!
EASE OF ANIMATION
Animations in Blaze are a breath of fresh air. Drag and drop your animation to the Animator and type that animation name in Blaze where you want it to be played and that's it! No transitions or triggers. Nothing! Blaze will do all of the work for you and you'll get to keep your animator clean and organized.
COMPANION MODE
Blaze doesn't only help you to create enemies but friends too. Have an AI backup your player through thick and thin using the highly flexible companion mode and fight other AIs together. Order your companion to stay put, follow, attack an enemy, go to a certain location and more.
RAGDOLL SUPPORT
Supports ragdolls on death and on knock out (a feature where an AI ragdolls and gets up back again). All with seamless transition and user-set force.
SPARE STATES (EMOTES)
Blaze gives you the ability to create what is called spare states. These are custom states that you create and can call at any time. It helps you invoke specific events, run custom behaviour, play animations & audio. A simple example is creating a spare state that taunts the player mid-combat (emote) or blocking player attacks.
CUSTOMIZABILITY
You'll be surprised by the level of customizability and options you'll get. Set your own functionalities, animations, events and audios. Turn features on or off. You can always make your enemy types unique.
PERFORMANCE
Blaze AI is very optimized and is built with performance in mind. Also offering distance culling, vision cycle frames, vision performance mode, AI audios in scriptable object for less memory-footprint & settable layers in all physics operations.
APIs & PROGRAMMING
Blaze offers numerous APIs and access to properties to have full dynamic control over your AIs. All inspector properties can be accessed and changed dynamically via code to change how the AI may act in runtime. All APIs & public properties are listed in the docs.
GLIMPSE OF WHAT BLAZE SUPPORTS
Vision system with multi targeting - Cover shooter - Melee - Ranged - AI vs AI - Companion Mode - Strafing - Backing away - Chase - Humanoid and generic models - Distractions system - AI communication - Root motion - Hit/knock out (Ragdoll) - Death (Ragdoll) - React to certain tags - Distance culling - Enemy scheduler - Skin check for enemy contact - Searching - Friendly mode - Fleeing - Off Mesh Links - Spare States (Emotes)
PACKAGE & DEMOS
This package comes with 8 demos (shown in the video) for built-in & URP to get you up and running with everything you need. Also comes with a thorough documentation and the source codes (commented and organized in regions).