AI · Framework
DeepAI Pro
AAA AI framework for Unity
Unity 6 · Zero dependencies
Asset Store review in progress
See it for yourself
Inside the toolkit
Explore screenshots, cover artwork and a product video. Open any image for a closer look.
Make the logic visible.
The visual behaviour-tree editor, node inspector and blackboard in an actual project.
DeepAI is a complete AAA AI framework for Unity that combines Behaviour Trees, Utility AI, Environment Query System (EQS), AI Perception, Hierarchical State Machines, GOAP Planning, Squad AI, Cover Systems, Smart Objects, Influence Maps, Dialogue AI and advanced debugging tools into a single production-ready solution.
Built for indie developers and professional studios alike, DeepAI enables intelligent, reactive and scalable NPCs without third-party dependencies. It includes a powerful visual Behaviour Tree editor, perception with vision, hearing and memory, tactical combat, dynamic cover, squad coordination, world interaction systems and comprehensive runtime debugging.
Suitable for FPS, TPS, RPG, RTS, Survival, Stealth, Open World, Simulation and Multiplayer games — from stealth guards and tactical soldiers to companions, RTS units, animals, zombies and bosses.
Visual Behaviour Tree editor
Author, run and live-debug behaviour trees with a full visual graph editor.
Zero third-party dependencies
Unity 6 ready, extensible API, custom nodes, EQS, FSM states and GOAP actions.
Core framework
- Behaviour Trees with visual graph editor
- Reactive sequences & interrupt selectors
- Utility AI decision system
- Hierarchical State Machines (FSM)
- GOAP planner
- Local & global blackboards
- Event bus system
- Centralized AI scheduler
- Subtree support & services system
Perception & memory
- Vision detection with occlusion
- Hearing system & sound emitters
- Sound occlusion
- Memory system with decay
- Last seen / last heard tracking
Environment Query System (EQS)
- 7 query generators (Ring, Grid, Donut, Cone, Random Reachable, Cover Point, Squad-Based)
- 8 EQS tests (Distance, Line of Sight, Path Length, Height Difference, Influence, Ally Distance, Enemy Density, Angle)
- Response curve support
Combat & squad AI
- Dynamic cover system with reservation & peek
- Flanking, suppression, retreat, push forward
- Hold position, defend area, guard object, protect ally
- Shared squad blackboard, leaders & followers
- Target & alert sharing, attack token system
- Formations: line, column, wedge, circle
Advanced systems & visual tools
- Smart Objects with reservation
- Influence maps & danger evaluation
- Dialogue AI & runtime event monitoring
- Live runtime debugging + record & replay
- Blackboard inspector & perception visualization
- AI setup wizard, archetype wizard, waypoint tool
Networking & included content
- Mirror & FishNet integration
- Server-authoritative synchronization
- 15 playable demo scenes + FPS controller example
- Example behaviour trees, EQS queries & dialogue
- Runtime NavMesh baking
- Complete documentation & developer guide