Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $26.99$2699. The latest store price is $29.99$2999.
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.View 4 recorded prices
Recorded standalone asset prices in USD
Sale start / price check
Price
Observation
$29.99$2999
Latest store price
$29.99$2999
Unity First Price 2026-08-11 2026-08-11
$26.99$2699
Unity New Release Discount 2026-08-11 2026-08-18
$26.99$2699
Unity New Release Discount 2026-08-11 2026-08-18
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
Tools, Systems & Learning > Game Templates & Systems
Tools, Systems & Learning > Development Tools & Automation
Theme > Military & Combat
Argus is a complete stealth enemy awareness layer for Unity: guards see, hear, smell, discover evidence, build suspicion, remember threats, call nearby allies, search last-known positions, and explain exactly why they reacted. A vision cone is easy. A stealth guard that feels right is the hard part. Argus gives you the full detection-to-response brain while your own character prefab keeps control of movement, animation, combat, IK, and art. Argus is an OBSERVER: it watches the world, accumulates awareness, runs the suspicion state machine, chooses the most important threat, and raises events. Your code, or the included no-code guard, decides what to do. TWO WAYS TO USE IT. NO MODE SWITCH. Working guard in 2 minutes: tag your player, add ONE component (Argus Guard Drop-In). It assembles senses, brain, movement, visuals, and optional combat, finds your player by itself, and a Setup Validator auto-fixes mistakes so a broken first run is impossible. Pick a personality from a dropdown. Wire attack/animation/SFX like a UI button. Want to tinker? Same component: reveal the underlying parts with one toggle (or unpack them), subscribe to events, write a new sense in ~20 lines, swap the pathfinding, or read the full source. Your path is just how deep you dig. Per-source awareness: every seen player, heard sound, scent, and discovered clue has its own confidence that builds, decays, and is remembered before being forgotten. 5-tier suspicion FSM: Unaware -> Suspicious -> Investigating -> Alarmed -> Combat, with hysteresis and search dwell so guards do not flicker or instantly forget. Threat priority: a guard chasing a player it can see will not stay fixated on an old corpse clue. Argus separates how alarmed am I? from what should I act on? Squad coordination: one guard’s alarm can propagate through an AlertDirector zone, making nearby guards converge on the shared last-known threat position. Tenacious chase: once engaged, guards can pursue a live target position instead of giving up the instant the player steps behind them. Light, cover, and stealth modifiers: vision supports focused/peripheral cones, LOS, lighting, crouch/cover sample heights, and practical FOV cone visualization. Spotted: the guard shouts before he shoots. A grace window makes getting caught dramatic, not cheap. Radio Time: he must survive a short call before the squad learns anything. Silence him mid-call (any angle, he is distracted) and the alert dies with him. Firefight: accuracy ramps with awareness, panic fire misses, a locked-on guard is lethal. Never fires through walls. Never fires on a rumor: relayed alerts make squads converge and search, but only a guard's own eyes pull the trigger. Takedown: choke or kill, but only guards who have not identified YOU: zone-wide alarm from thrown rocks does not protect them. Hide the body: carry it to tall grass. It is real evidence: guards see it, smell it, and ring-search it. He wakes up: non-lethal guards come to angry, alarmed, and rallying the squad. Buy time, not safety. Entirely optional: the combat stack is a separate, deletable assembly built on Argus's public API. Bring your own combat: delete the folder, nothing else changes. Argus includes an in-game debugger built for tuning and understanding stealth AI. Press F9 in the demo scenes and inspect any guard: current suspicion state, raw, tier-driving, and combat awareness channels, active tracks and priority threat, why awareness is rising, falling, saturated, or combat-rising, sensor setup warnings, vision breakdown: distance, angle, lighting, LOS blocker, and time-to-suspicious, world overlay lines for last-known position, priority threat, squad reports, and sensor ranges. This is the difference between guessing why a guard reacted and seeing the exact reason. Senses included: Vision: focused + peripheral cones, distance falloff, LOS, lighting hook, crouch/cover support, Hearing: global sound bus, distance falloff, occlusion, per-sound weighting, Smell: persistent scent sources for corpses, bait, food, blood, or the player, Clue discovery: bodies, blood, footprints, broken objects, opened doors, dropped items. Ready-to-play demo scene with baked NavMesh and CC0 animated characters, 9 focused micro demo scenes for individual features, No-code ArgusGuard actor, VisionConeRenderer and DetectionMeter visual helpers, LightStealthSampler for hide-in-dark gameplay, SuspicionConfig presets: Default, Vigilant, Distracted, Live in-game debugger and world overlay, Setup-validation inspectors, One-click demo scene builder, Full commented C# source, no DLLs, Offline PDF documentation, 122 passing EditMode tests. Argus is a perception, suspicion, and alerting brain with an optional combat/takedown module. It is not an animation pack, IK system, or full game template: you bring your own art and characters, then connect through the one-component guard, events, or the included interfaces. The combat module is deliberately minimal and replaceable; for deep cover-shooter tactics, drive your own combat AI from Argus's events.
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