1. Home
  2. Docs
  3. AI Subsystems
  4. Companion
  5. Companion

Companion

The Companion AI Class was built to provide a solid foundation that can be built upon. You’ll find an advanced, reactive AI that’s packed with powerful features designed to save you time.

Companion can listen to a wide variety of commands, and easily have more added to it. You can interact with your AI through the Command Menu, or through hotkeys. It comes with a replicated & straightforward setup for full customization & addition. Multiplayer game? No problem! Companion comes with lots of settings to control who can command the AI. You can limit command ability to specific players, a specific team, a specific amount of players, or whatever else fits your game.

Beyond this, your Companion can react appropriately in complex scenarios, and changes it’s behaviour based on your command.

20 enemies around, but 3 unknown neutrals and 5 friendlies? It’ll ignore the friendlies, even on accidental damage. It’ll target all enemies, immediately hunting down the nearest one and changed based on who’s doing the damage. It will automatically consider neutrals an enemy if damaged by them unless the AI is set to friendly, one of three aggression levels. It can do this, and so much more.

Companion is the ultimate foundation for companion-like AI, providing nearly a years worth of code for developers looking to get a head start.

You can easily add to, modify, and remove any part of the AI’s functionality to fit your needs. The template was built with customization in mind, and has been crafted to make the process as quick and seamless as possible. If there’s something you won’t use, you’ll easily be able to integrate your own solution or turn it off/remove it to save performance.

All AI Templates

  • Modular
  • Built for quick customization
  • Non-limiting
  • Replicated
  • Optimized
  • Heavily Bug-tested, swiftly updated when bugs are found.

This Templates’ Features

  • Replicated Commands
    • Stay in Position
    • Follow Nearby
    • Follow Far
    • Follow Target
    • Go to Position
    • Attack Target
    • Interact with Interactable
    • Set Aggro Friendly
    • Set Aggro Neutral
    • Set Aggro Aggressive
  • Command Authority (Choose who can control the AI)
  • Command UI (Easily Integrate other features into it like inventory)
  • Command Hotkeys (Simple event call, easy to assign)
  • Uses the Interaction system to do things like open doors, press buttons, and more.
  • Relationship & Aggression level Influence Behaviour

AI Systems Used

How can we help?