AI NPC Behavior Systems in Unity and Godot
Building intelligent NPCs using behavior trees and AI in both engines.
Building intelligent NPCs using behavior trees and AI in both engines.
Your guard walks its route perfectly and ignores you even when you stand right in front of it, so here is how to find out which check is failing. This is a debugging-only follow-up to post 179, which builds the patrol, notice, chase, and give-up guard in Unity and Godot; here you leave that machine…
Unity and Godot can both carry a solo game from a blank project to an export. They do not ask the same things of you. This is a decision guide, not a scoreboard. There is no honest universal frame-rate winner, because your scene, your hardware, and your own code dominate any engine slogan. The goal…
Professional high-poly to game-ready workflow from ZBrush to Unity.
Add an AnimationTree to your existing Godot 4 character so it blends from idle to walk based on how fast the body is already moving. This is a different slice from our Godot 4 character controller post: that one wrote the walking, turning, and falling code, while this one leaves that code alone and adds…
Build one small shared room in Godot 4 where two players connect, spawn, and watch each other move, with the server in charge of movement and a clear split between server and client code. This is a build, not a theory lesson. By the end you will have a 2D room, a Host button, a…
This is a small slice of Unity’s Data-Oriented Technology Stack, not a performance test. You will bake one authoring component into an entity and rotate that entity from a system. There are no frame-time numbers here. If you want a crowd, a projectile storm, or a comparison against GameObjects, build that later, on your own…