UtilityAI & Scoring System
Rated 0.0/5 from 1 ratings on Unity.
Price history
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: $22.49. The latest store price is $44.99.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $44.99 | Latest store price | |
| $44.99 | Unity First Price 2026-10-08 2026-10-08 | |
| $22.49 | Unity New Release Discount 2026-10-08 2026-10-22 | |
| $22.49 | Unity New Release Discount 2026-10-08 2026-10-22 |
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.
About UtilityAI & Scoring System
WHY SCORING INSTEAD OF A TREE
A behavior tree makes you encode priority as structure, so every new rule means restructuring the graph. Scoring keeps priority as data. "Prefer close targets, but never shoot through a wall, and don't flip-flop between two equally good ones" is three considerations, not a re-plumbed tree.
WORKS WITH NO SCRIPTS AT ALL
Drop the Utility Brain component on an object, pick a rule asset, pick where candidates come from - a list, a tag, a radius, or this object's children - and press Play. Designers tune weights and curves in the Inspector while the game runs. Programmers get the same engine as a strongly typed C# API for scoring their own types, not just GameObjects.
YOU CAN SEE WHY IT DECIDED
The Rule Editor breaks every candidate's score down consideration by consideration while the game is running, so a wrong decision is a number you can look at instead of a guess. Rule validation and candidate diagnostics name the object at fault, and every error the plugin prints says what it was doing at the time.
FIVE DEMO SCENES, FOUR OF THEM RETUNABLE
Village Defense is a playable micro-game where bad rules genuinely lose the tower. Target Selection, Job Board and Consideration Lab each isolate one idea and let you drag the weights while they run. A hub scene navigates between them in one click.
BUILT TO SIT BESIDE YOUR OTHER TOOLS
Works on its own, and works better together: if you own PostanteGames StatSystem, Utility AI reads real runtime stats as decision inputs; if you own TaskSystem, the decisions it makes become real queued tasks. Both bridges activate automatically and neither is required - there is no dependency in either direction.
Full C# source, no DLLs, no third-party runtime dependency. English and Turkish documentation. 479 EditMode tests, all green.