I will build a 2d enemy ai system with pathfinding and vision for your unity game


About this gig
Dumb enemies kill fun faster than bad art.
If your enemies teleport to the player, get stuck on corners, or just run straight with no awareness players notice. I build 2D AI systems that patrol, search, chase, and attack with believable behavior.
What I'll deliver:
- FSM-based behavior: Patrol Alert Chase Attack
- Field of view: cone-based vision with angle and range control
- Pathfinding: A* or Unity NavMesh depending on your setup
- Modular and plug-and-play: configure per enemy via Inspector
- Multiple archetypes on Premium: Ranged, Melee, Patrol-only
Proof: I shipped enemy AI for Robby Raccoon stealth mechanics, FOV system, and full enemy behavior in a 7-day game jam.
Before ordering, send me a message.
Start with LUNA so I know you've read this.
Get to know Luna
Unity Developer Gameplay Systems, Enemy AI and LLM Integration
- FromTurkey
- Member sinceJun 2025
Languages
English, Turkish
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FAQ
Does this work with Tilemap-based levels?
Yes. The pathfinding integrates with Unity's NavMesh or A* Pathfinding Project depending on your setup.
Can I configure enemy behavior without touching code?
Yes. Vision range, patrol points, chase speed, and attack range are all exposed in the Inspector.
How many enemy types are included?
Basic: 1 type. Standard: 2 types. Premium: 3+ types including Ranged, Melee, and Patrol-only archetypes.
Can I add sound detection later if I start with Basic?
Yes. The system is built modularly — you can upgrade or I can add sound detection as a separate order.
