Blaze AI Engine
Blaze AI is a powerful, easy-to-use AI engine for creating enemies and companions, with features like root motion, off-mesh links, and an incredibly easy to use animation system for commercial-grade results.
⭐ Supports all Unity versions including Unity 6 ⭐
⭐ 4 years in active development ⭐
Documentation | Tutorials | Discord
THE POWER OF BLAZE AI
You'll be able to create any AI type:
- Animals, zombies, and simple wanderers ✅
- Shooter AI with cover tactics ✅
- Ranged spear-throwers ✅
- Melee brutes ✅
- Agile climbers and jumpers ✅
- Companions with all abilities ✅
MODULES (expand AI features)
SYSTEM DESIGN
- Doesn't force a certain way to do things
- Modular design
- Switch behaviours dynamically (e.g: switch AI from attacking to fleeing)
- Customizability
PERFORMANCE
Blaze is highly optimized with a single Update() per AI, plus distance culling, vision performance options, lightweight audio via scriptable objects, and customizable physics layers.
EASE OF ANIMATION (& ROOT MOTION)
The Blaze animation system offers the easiest workflow. Just drag your animation to the Animator, select it in Blaze through a drop-down, and the system handles the rest. No triggers or transitions required. This keeps your animator clean and organized. Root motion is also supported.
LOCAL AVOIDANCE
Blaze includes built-in local avoidance, letting AIs navigate without colliding. In companion mode, it also helps companions avoid the player.
OFF MESH LINKS
Blaze AI is the first and only AI on the store with off-mesh link support, enabling jumps, falls, and ladder climbs. Fully compatible with root motion and companions.
COMPANION MODE
Blaze lets you create companions as well as enemies. Use companion mode to fight alongside the player and issue commands like follow, stay, attack, or move.
AI VS AI
Blaze AIs can attack and fight each other to the death.
RAGDOLL SUPPORT
Supports ragdolls on death or knockout, with smooth transitions and customizable force.
SPARE STATES (EMOTES)
Blaze lets you create spare states, custom states you can trigger anytime to run behaviors, events, animations, or audio, like taunting, stun or blocking attacks.
APIs & PROGRAMMING
Blaze provides extensive APIs and property access, letting you adjust AI behavior at runtime. All APIs and public properties are detailed in the docs.
GLIMPSE OF OTHER BLAZE FEATURES
Multi-target vision, detection bar, knockout, AI vs AI combat, strafing, retreating, call-for-help, react to tags, contact checks, searching, friendly mode, fleeing, and more.
PACKAGE & DEMOS
This package comes with 8 demos, for built-in & URP, to get you up and running with everything you need. Also comes with a thorough documentation and the source codes (commented and organized in regions).
Release Notes
[v3.4.19]
- Fixed an issue when calling SetTarget() on companion AI
- QoL update: disablement of Search tab in attack and cover shooter behaviours if companion mode is enabled (with added information).
[v3.4.18]
- General fixes
- Added a new property in attack and cover shooter behaviours: Navmesh Sampling Radius which gets the nearest navmesh point to the target and prevents the AI from thinking the target is unreachable because it's on a small point with no navmesh.
[v3.4.17]
- Hotfix: fixed build error
[v3.4.16]
- Added new property in attack and cover shooter behaviours: Avoid Chase - it prevents the AI from chasing it's target if it gets out of view. Useful for things like turret AI
- Added Search Radius and Show Search Radius options in attack and cover shooter behaviours
[v3.4.15]
- Fixed a minor idle animation issue on distracted
[v3.4.14]
- Fixed head-vision rotation sync (now the vision will correctly rotate with the Head transform)
- Improved vision calculations
- Fixed issue with end search sub-state throughout the system which was preventing the end search animation to play
[v3.4.13]
- Fixed a rare error on import
- A new property in waypoints randomize: PreventPointBehindObstacle - which prevents the AI from choosing points that are behind obstacles
[v3.4.12]
- Rewrote the strafing system making it more accurate and performant
- Prevent skating effect of AI during combat
- Minor performance improvement
[v3.4.11]
- Companion behaviour fixes and improvements
- QoL improvements
[v3.4.10]
- Vision stability improvement
- code cleaning
[v3.4.9]
[v3.4.8]
- Added batching in distance culling component which further improves performance
- Added some dynamic headers on properties to give warnings and more info
- Now when clicking the Add Behaviours button, the Surprised and Cover Shooter behaviours are added only if their respective modes are enabled. These are optional behaviours, so they aren’t added by default to avoid forcing the user to remove them afterward.
[v3.4.7]
- Fixed a bug when calling SetTarget() on an AI with cover shooter mode, causing unnatural behaviour.
[v3.4.6]
- Fixed an error/warning caused by the AI turning when in surprised state
- Fixed the breaking of the custom editor on AI spawn
[v3.4.5]
- Fixed a bug in the obstacle layers of distractions when set to Nothing.
- You can now get the current playing animation by: blaze.animManager.currentState. Added to docs.
[v3.4.4]
- Bug fixes regarding Vision Meter settings
[v3.4.3]
[v3.4.2]
- Fixes to cover shooter behaviour
- Improved the BlazeAICoverManager component, now you can set the cover positions on any cover obstacle. Added more in docs (setting up cover section)
[v3.4.1]
- Hotfix to searching multi points
[v3.4.0] -> major update
- Blaze will now check if a Nav Mesh Obstacle exists and disable it while printing a warning. This avoids the user breaking the AI.
- Fixed a bug with distracted behaviour and off mesh links that caused the AI to jump back and forth.
- Added an option to completely disable vision if not needed.
- Cleaned the movement code and made it more performant and accurate.
- Inspector refresh with new component looks.
- You can now apply root motion on each individual attack.
- Rewritten the vision cone visualization to be more accurate and filled with custom color.
- A new built-in local avoidance now comes with Blaze allowing the AIs to avoid each other.
- Smoothness improvements to the companion behaviour with a new added property for moving away cool down.
- Added a new TakeCover(GameObject player) API. Added to documentation.