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Tactical AI is being deprecated from the asset store.
WHAT DOES THIS MEAN?
Tactical AI will no longer be available for new customers to purchase. Unity should allow existing users to download the package.
ON THE TOPIC OF SUPPORT:
I have compiled some common pieces of technical advice below.
I am answering questions regarding the package at the time of writing, but I don't know how much longer I will remain able to do so. If you have a question, it's best to ask it sooner rather than later.
If this news means you would no longer like to use Tactical AI, you may contact me for a refund. Please include your invoice number in your message. Refunds will be given on a first-come-first-serve basis. At the moment, I am not putting any hard limits on refund time frames. But, just as with support, if you want one sooner is better than later as I cannot guarantee their availability.
You may also contact Unity directly for a refund if you purchased the asset on or after April 19, 2019.
COMMON TECHNICAL ADVICE:
-Make sure the AI Controller and Cover Node layermasks include the physics layers that agents should not see through. Do not include the player controller's physics layer if possible. The vast majority of issues are a result of improper layermasks, so make sure that they are right!
-Make sure that the bullet layermasks include the things that they should hit
-Make sure you have an AI Controller in the scene. If you get a bunch of errors when you run the game, this is usually the issue.
-Make sure you have at least one cover node in the scene
-Make sure you are using an animation mask that is configured for the agent's specific model on the animation controller
-Make sure the animations you intend to use are compatible with your agent model.
-Make sure that there are no empty spaces in any TSAI array variables.
-If using a newer version of Unity, make sure that the Nav Mesh Agent component has the obstacle avoidance quality set to "None."
-Make sure your agent's model is not offset horizontally from the "base." This is usually the issue if your agent walks through walls.
-To make an agent center their actions around an object, set this object as the agent's key transform. Often used to encourage an agent to stay near something.
-Use the min dist to target when out of cover variable in the base script to set how close an agent will get when they have no cover and a clear line of sight to the enemy.
-If you get a particularly tricky error message, open your code editor to the line listed in the error. By looking at what variables are used on the line, you can often isolate and resolve the issue by making sure said variables are configured properly.
WHAT DOES THIS MEAN?
Tactical AI will no longer be available for new customers to purchase. Unity should allow existing users to download the package.
ON THE TOPIC OF SUPPORT:
I have compiled some common pieces of technical advice below.
I am answering questions regarding the package at the time of writing, but I don't know how much longer I will remain able to do so. If you have a question, it's best to ask it sooner rather than later.
If this news means you would no longer like to use Tactical AI, you may contact me for a refund. Please include your invoice number in your message. Refunds will be given on a first-come-first-serve basis. At the moment, I am not putting any hard limits on refund time frames. But, just as with support, if you want one sooner is better than later as I cannot guarantee their availability.
You may also contact Unity directly for a refund if you purchased the asset on or after April 19, 2019.
COMMON TECHNICAL ADVICE:
-Make sure the AI Controller and Cover Node layermasks include the physics layers that agents should not see through. Do not include the player controller's physics layer if possible. The vast majority of issues are a result of improper layermasks, so make sure that they are right!
-Make sure that the bullet layermasks include the things that they should hit
-Make sure you have an AI Controller in the scene. If you get a bunch of errors when you run the game, this is usually the issue.
-Make sure you have at least one cover node in the scene
-Make sure you are using an animation mask that is configured for the agent's specific model on the animation controller
-Make sure the animations you intend to use are compatible with your agent model.
-Make sure that there are no empty spaces in any TSAI array variables.
-If using a newer version of Unity, make sure that the Nav Mesh Agent component has the obstacle avoidance quality set to "None."
-Make sure your agent's model is not offset horizontally from the "base." This is usually the issue if your agent walks through walls.
-To make an agent center their actions around an object, set this object as the agent's key transform. Often used to encourage an agent to stay near something.
-Use the min dist to target when out of cover variable in the base script to set how close an agent will get when they have no cover and a clear line of sight to the enemy.
-If you get a particularly tricky error message, open your code editor to the line listed in the error. By looking at what variables are used on the line, you can often isolate and resolve the issue by making sure said variables are configured properly.