Utility Intelligence: A Robust Utility AI Framework for Unity 6 and beyond

,

Unity doesn’t have a solid Utility AI framework, so many developers end up creating their own small Utility AI tools, usually missing key features. I built Utility Intelligence to fill that gap with many unique features, such as:

  • Intuitive Consideration Editor
  • Status Preview
  • Runtime Editor

If you’re a fan of Utility AI, I think you’ll find it useful! :wink:
It is designed for Unity 6 and beyond. :sunglasses:

Check it out here:
Utility Intelligence: A Robust And Powerful Utility AI Framework

Feel free to share your thoughts or ask any questions!

Hi everyone,

v2.2.1 is coming soon.

It adds support for GameObject.SetActive and GameObject.Destroy. So starting from v2.2.1, it’s safe to call those functions outside of action tasks. However, if you want to activate/deactivate/ destroy utility entities inside action tasks, you still have to use EntityFacade.SetActive and EntityFacade.Destroy.

Additionally, it includes a new example to demonstrate the lifecycle of utility entities.

Hi,

Utility Intelligence 2.2.1 is now AVAILABLE on the Asset Store!

The release notes for v2.2.1 are quite long to post here. For more details, please visit this link: