Unity
Horror Behavior System
$5.99
Rated 0.0/5 from 1 ratings on Unity.
About Horror Behavior System
- Tools, Systems & Learning > Game Templates & Systems
- Theme > Horror & Gothic
Enemy AI System
The enemy uses Unity NavMesh for navigation and obstacle avoidance.
Patrol System
Supports multiple waypoints. Enemy visits each waypoint in sequence. Waits 2 seconds at each waypoint before moving to the next. Prevents immediate repetition of the same direction.
Detection Systems
Field of View (Vision)
The enemy detects the player using a configurable Field of View (FOV) system. Adjustable view radius. Adjustable view angle. Line-of-sight checking to avoid detection through walls.
Door System
Automatic Door Opening. Doors automatically open based on the enemy's approach direction (front or forward).
Player Door Interaction
You can add any number of doors to the scene. Ensure the parent has zero rotation (0,0,0). If a door needs inverted movement, place the door mesh under a parent GameObject.
Hiding System
The player can hide under beds and inside boxes to avoid enemy detection. Disables enemy vision when hidden.
Player Capture & Look System
When the enemy catches the player: Enemy and player smoothly rotate to face each other. Ensures the jump scare is always centered on screen. Prevents missed or off-screen jump scares.
Flickering Light System
Lights can flicker dynamically to increase tension and enhance the horror atmosphere. Can be triggered randomly.
The enemy uses Unity NavMesh for navigation and obstacle avoidance.
Patrol System
Supports multiple waypoints. Enemy visits each waypoint in sequence. Waits 2 seconds at each waypoint before moving to the next. Prevents immediate repetition of the same direction.
Detection Systems
Field of View (Vision)
The enemy detects the player using a configurable Field of View (FOV) system. Adjustable view radius. Adjustable view angle. Line-of-sight checking to avoid detection through walls.
Door System
Automatic Door Opening. Doors automatically open based on the enemy's approach direction (front or forward).
Player Door Interaction
You can add any number of doors to the scene. Ensure the parent has zero rotation (0,0,0). If a door needs inverted movement, place the door mesh under a parent GameObject.
Hiding System
The player can hide under beds and inside boxes to avoid enemy detection. Disables enemy vision when hidden.
Player Capture & Look System
When the enemy catches the player: Enemy and player smoothly rotate to face each other. Ensures the jump scare is always centered on screen. Prevents missed or off-screen jump scares.
Flickering Light System
Lights can flicker dynamically to increase tension and enhance the horror atmosphere. Can be triggered randomly.