Current sales My Tracked Assets Login
PamukAI - Lightweight AI library preview
Unity

PamukAI - Lightweight AI library

By Star Twinkle

FREE

Rated 0.0/5 from 1 ratings on Unity.

About PamukAI - Lightweight AI library

PamukAI is an extremely lightweight, low-level AI system designed for simple imperative code and maximum performance. It is not a framework, but a flexible code-first library that allows you to build AI systems using Behavior Trees, FSMs, Utility AI and Flow-like logic - in any combination and all in a unified and consistent style. PamukAI is extensible AI system focused on modular logic, clean structure, and runtime flexibility. Designed primarily for in-game AI - from NPC behavior to logistics agents -- it helps you build systems that think, decide, and act in ways that are easy to reason about and control. Unlike rigid Behavior Trees or tangled FSMs, PamukAI uses a method-based approach with stateless steps, sequences, utility voting, and control flow nodes, giving you full freedom to define logic the way you think. While AI is its core focus, PamukAI is also perfect for: Cutscenes and scripted sequences, UI logic and screen flows, Mission control, quest systems, and gameplay scripting. Whether you're designing reactive enemies, autonomous workers, or context-sensitive events - PamukAI gives you the tools to structure behavior declaratively and execute it with precision. Note: This is a toolkit for programmers. No GUI, no tree editors! Please do not use this if you are not ready to program. Features: Imperative-first design -- Write AI as clean, linear, imperative code. Write code naturally, using if, return, loops, and PAI. Step where needed. No visual scripting, no special macros, no domain-specific language. Ultra-lightweight -- Allocates only one MethodData per method. No runtime memory allocations, no GC pressure, no hidden update loops -- everything is explicit. Zero-GC Coroutine-like behavior -- Methods naturally support step-by-step logic via PAI.Step, PAI.Wait, PAI.DoOnce -- no yield return, no IEnumerator boxing. Multi-paradigm support -- Combines the strengths of Behavior Trees, FSM, Utility AI and Stack FSM in one unified system. You can mix them freely, even within the same method. No lambdas or closures -- All logic is written as named methods. This eliminates allocations, makes behavior explicit, and dramatically improves readability and debugging. Debuggable by default -- Since it's just imperative code, you can debug using breakpoints, logs, and stack traces -- no opaque graphs or runtime visualizers needed. Flexible control flow -- Write composite nodes like SelectorTick, ParallelTick, or MaxUtilityTick with any number of sub-methods. Supports nesting and reusability. State is automatic and transparent -- Each method is automatically assigned a persistent MethodData object -- no need to manage state by hand. Not a framework, but a toolkit -- PamukAI doesn't impose an architecture. It's a modular library that integrates easily into your game codebase. Programmer-focused, GUI-free -- No visual editors, inspectors, or graphs. Pure code -- readable, diffable, and refactorable with your usual tools. Supported AI Paradigms: Behavior Tree (BT) -- Supports Sequence, Selector, and Parallel nodes as composable method groups. Methods are ticked in classic BT fashion. Finite State Machine (FSM) -- Each Method can act as a state. Use SwitchState() to switch and track state transitions. OnEnter / OnExit supported. Stack-based FSM (Pushdown Automaton) -- Built-in support for nested states with a stack (PushState, Pop, etc). Automatically handles re-entry and exit logic. Utility AI -- Assign Utility values to methods and execute the one with maximum score using MaxUtilityTick or fallback-style UtilitySelectorTick. Flow-based execution -- Each Method can encapsulate a multi-step behavior using Step logic -- enabling coroutine-like flows without yield or state machines. Scheduled Methods -- methods can be scheduled to run after a delay and are executed when ticked explicitly via a scheduler function.

Unity price last checked .

Prices and availability may change.