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Advanced Zombie AI preview
Unity

Advanced Zombie AI

By Finite Machine Studio · tools/behavior-ai

$15

Rated 5.0/5 from 6 ratings.

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About Advanced Zombie AI

Advanced Zombie AI is a configurable zombie behaviour system for Unity, designed for horror, survival, shooter, and wave-based games.

Create zombies that wander, detect targets, chase, attack, crawl after taking lethal damage, traverse Off-Mesh Links, and enter ragdoll mode when killed. Each zombie is configured through a single AdvancedZombieAI component and can be integrated with your own player, weapon, health, audio, VFX, and scoring systems.

Features

Three wandering modes: Choose between random wandering, ordered waypoint patrols, or following a moving target. This makes it easy to create zombies for survival horror, wave-based gameplay, or fast-paced COD-style modes.
Hearing system: Zombies can react to sounds made by the player, such as footsteps and gunshots.
Target memory: When a zombie loses sight of its target, it continues searching for a configurable amount of time before giving up and returning to its normal behaviour.
Standing and crawling phases: Zombies can collapse into a crawling state after their standing health is depleted. Crawlers have their own health, movement speeds, animations, and wandering, chasing, and attacking behaviour.
Vision-based detection: Configure field of view, detection distance, sight origin, and line-of-sight checks to control how zombies detect targets around walls and level geometry.
Head and body LookAt IK: Zombies can turn their head and upper body towards their target while chasing or attacking.
Waypoint actions: Each waypoint can make a zombie continue immediately, wait for a while, scream, or play a custom animation before moving on.
Flexible target support: Use the included ZombieTarget component to make players, NPCs, objectives, or other GameObjects valid zombie targets.
Responsive chasing: Configure chase speed, target memory, and movement offsets to prevent groups of zombies from crowding into the exact same position.
Context-sensitive attacks: Use separate attack animations for stationary targets, moving targets, and crawling zombies.
Basic stealth system: Players can move quietly to reduce the chance of being detected and sneak past nearby zombies.
Combat system integration: Connect attacks, damage, and death events to your existing combat system through Inspector UnityEvents or C# events.
Headshot support: Assign the zombie's head hierarchy and apply a separate damage value when it is hit.
Automatic ragdoll death: Zombies can switch to ragdoll physics when killed for more natural-looking deaths.
Flexible spawning system: Continuously spawn random zombie prefabs over time or spawn a new zombie whenever an existing one dies.
NavMesh vaulting: Zombies can detect Off-Mesh Links and play a dedicated vault animation while crossing obstacles, ledges, or gaps.
Guided setup window: Set up new zombie characters through a simple three-step editor workflow. Existing components are preserved, missing requirements are added automatically, and all changes support Undo.