Learn more about move AI components.
Move AI Component #
The Move AI component is automatically added to a combatant’s object when using the move AI.
You’ll never add this component manually.
Move AI Area Component #
The Move AI Area component is used to allow or block using the move AI within it’s bounds.
Unity: Requires a collider with Is Trigger enabled attached to the object.
The use of the component can be limited to being in the field or in battle.
Move AI Hiding Area Component #
The Move AI Hiding Area component prevents combatants from being detected by the move AI’s target detection while being within the area.
Unity: Requires a collider with Is Trigger enabled attached to the object.
Move AI Range Component #
The Move AI Range component is used to limit the random patrol and move range of a combatant to a defined area.
Unity: Requires a collider with Is Trigger enabled attached to the object.
Optionally limiting random patrol will only use positions within the area for random patrol.
Optionally limiting the move range will move the combatant back to it’s initial position when it leaves the area (i.e. same behaviour as when leaving the optional move range of the move AI). This’ll replace the move AI’s move range setup.
The Move AI Range component has to be selected by a Combatant Spawner or Add Combatant component to be used by a combatant.
No Random Patrol Component #
The No Random Patrol component prevents combatants from using positions within it’s area for random patrols.
Unity: Requires a collider with Is Trigger enabled attached to the object.
Can also be used if the component’s object or it’s child objects where hit by the raycast finding the random patrol position. E.g. add the component at the root of your level’s blocking architecture to prevent combatants from patroling there (objects still need colliders on them to be able to hit them with the raycast).
Point of Interest Component #
The point Of Interest component can be detected by a combatant’s move AI while moving between waypoints (i.e. no detected target).
Optionally uses a schematic when the combatant reaches the POI. The schematic uses the combatant as Machine Object and the POI as Starting Object.
E.g. use this to play an animation or show a dialogue, or do whatever else you want.
The component also defines at which distance the combatant will stop, as well as the speed at which the combatant will move toward it. Additionally, the POI can have a Detection Tag, limiting who can detect it.
The move AI can be set up to use points of interest in the Waypoint Settings, where you can also define tags that can be detected by the combatant (without a defined tag, the combatant will be able to detect all POIs). The actual detection of POIs is handled just like detecting enemies, i.e. via the Enemy Detection settings.

