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SightLine | Stealth Detection preview
Unity

SightLine | Stealth Detection

By Cyber Chroma

$15

About SightLine | Stealth Detection

Give your guards something to notice.

SightLine is a focused 3D stealth detection toolkit for Unity. Build awareness over time, let cover break line of sight, react to gameplay noise, and keep track of what each observer last saw. Reusable Detection Profiles keep sensing rules separate from the behavior that responds to them.

Start with one observer and one target. Set the view angle, range and detection timing, then connect detection events to your own alarms, patrols, combat or UI. Custom inspectors show the current evidence and awareness so you can see why a target is visible, hidden, out of range or blocked by cover.

MAKE COVER AND VISIBILITY MATTER
Use up to eight sample points to distinguish partial exposure from full cover. Tune target visibility, optional distance falloff and a short loss-of-sight grace period. Place manual Shadow Zones where you want darkness to reduce visibility, without sampling scene lighting or requiring a specific render pipeline. Overhead 3D question marks and exclamation marks make suspicious and detected states easy to read.

HEAR A LOCATION. REMEMBER A TARGET.
Noise Emitters and Noise Listeners turn authored gameplay events into hearing stimuli, with range, strength and wall attenuation. Multiple-target sensing maintains separate awareness and last-known positions, with priority-based focus and events for detection, loss and focus changes.

LEARN THROUGH SEVEN DEMOS
Explore Basics, Profile Comparison, Alarm Response, Partial Cover, Hearing and Multiple Targets. Then play Museum Heist: sneak through a small museum, read scanning patrols, collect a keycard, steal the prism and return to extraction. The examples show how sensing can drive gameplay.

GET FROM IMPORT TO YOUR FIRST DETECTION
A guided Getting Started tutorial opens directly inside Unity. Scene-setup actions, five reusable presets, and live inspectors help you configure a first observer and adapt the system to your own game.

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