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P
I don't get it, is this a joke?
2 years ago
PavelLangweilon previous version 2.0.0
The scripts/AI is fine, but multiple scripts(animation related) are full of references to UnityEditor and their classes. So you can't build anything for release out of this unless you reprogram to not rely on editor classes. pretty serious oversight. For now it looks like it's just for playing inside editor.
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z
How would i make the ai agent work with a bigger map and understand it?
2 years ago
zkjsfhghesdzfikufon previous version 2.0.0
pretty awesome for beginners like me
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b
Neutral Review
3 years ago
bcsoftwareon previous version 2.0.0
Hello, I'm creating a 3D game and decided to rate this asset since I didn't see very many reviews that were being fair or honest.
The asset does work out of the box, but you will need to massage the code to make it work for you and your game. Yes, there are some bugs that are pretty obvious. Yes, there are some assumptions in the code which should have been made more generic. Yes, there should be more documentation.
But for what it is, this will get you a quick AI experience representing basic AI similar to what you'll see playing a game made in the early 2000. Do not expect this AI to be using A* or any smart algorithm. The AI will go around things like trees, but do not expect it to find you after you go around a wall.
Overall, I'll give this asset a 3.5/5 stars. It's free and gives you some basic functionality which you can extend. It's a good start. I would not pay for this asset though unless bugs are accounted for and it's using a smarter algorithm.
Update: Lowering to 2.5 (a whole point) since the attributes within the controller are not serialized. Upon reopening the project, all settings are reverted making it unusable out of box. You will need to code and update the code in order to make the asset usable.
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Overall It works good enough, except this annoying bug.
Even the demo is suffering from this issue.
It happens when you get in the default attack radius and will, even with 0 attacks per second.
EDIT:
I guess i get the issue, after making my own on NavMesh, it just for some reason entirely transform lookAt or smth on all axis when near.
And ~20 yellow warnings in console, as i can see not all of them just because of depricated, this thing is a huge work, but broken by default, can be useful at least because of the various assets it have and small scripts like rotate.
P.S.
Rock mesh from AncientRuins was perfect to immitate oldschool gore via particle system.
Decided to cut out scripts folder for now, with days of coding it starts to annoy in IDE and Unity console.
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u
Overall good!
3 years ago
unity_DA34DE09D74A2D3DC72Aon previous version 1.2.0
After some try and error, my agents work realy well!
But sometimes the agents targets are placed below the terrain causing the agents to reach the targets x and z and start spinning as fast as a helicopter. The target doesnt got replaced cause agents doesnt reach targets y.
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