Unity Asset · v0.8B · Now Available

Modular Flying AI
for Unity

Give your enemies wings. A complete framework for airborne enemies that patrol, detect, descend, land, fight, and die — all with seamless handoff to your existing ground AI.

3+
Flight Modes
4+
Supported Workflows
2
Ground AI Systems
0
Manual Rig Hacks
🛩️
Air Patrol
👁️
Detect Player
⬇️
Descend
🦾
Grounded AI
⬆️
Take Off
💀
Air Death

Everything your flying enemy needs

Flying Agent handles the entire airborne lifecycle — so you focus on your game, not on reinventing aerial AI from scratch.

🛩️
Three Air Movement Modes

Circle a fixed point, follow a waypoint patrol path, or generate random airborne destinations — each fully configurable from the inspector with live preview.

CirclePatrolRandom
🔁
Seamless Ground AI Handoff

When the enemy lands, Flying Agent disables itself and hands full control to your existing Emerald AI or Blaze AI — no rewiring required. On takeoff, it takes back control cleanly.

Emerald AIBlaze AI
🧱
Smart Obstacle Avoidance

Dedicated avoidance systems for both airborne movement and the descent phase. Enemies navigate around geometry as they patrol and approach the player's location.

AirborneDescent
💥
Air Hit Reactions & Death

Shoot enemies out of the sky. Hit reactions pause movement and play airborne hurt animations. Death triggers a physics fall, floor impact, and death animation — with optional cleanup.

Air HitFall DeathFloor Anim
🧙
One-Click Setup Wizard

Open Tools → Flying Agent → Setup Wizard. It auto-creates trigger objects, assigns references, corrects validation errors, and sets up integration bridges — all from one panel.

Auto SetupValidation
❤️
Airborne Health System

FlyAgentHealth owns all damage while airborne. Alive landing carries correct HP to ground AI. Dead-airborne-landings are handled cleanly — no animator pop, no double death state.

Damage BridgeSafe Landing

Three distinct phases, fully managed

Flying Agent owns each phase of the enemy's existence — airborne, grounded, or dying — and ensures clean transitions every time.

01
Airborne Phase

Enemy patrols in the air using Circle, Patrol, or Random mode. When the player enters the detection sphere, the agent samples a NavMesh landing point and begins its descent with obstacle avoidance active.

02
Grounded Phase

After landing, the grounded AI takes full control — combat, chasing, and all ground behavior. The Ground Takeoff Monitor watches for the right moment to return to the air and re-enables the flying controller.

03
Air Death Phase

Projectile damage is routed to FlyAgentHealth while airborne. When health hits zero, the fall death animation plays, followed by a floor impact animation on contact. Grounded AI is never given bad state during this phase.

FlyingAgentController.cs
1// Airborne detection trigger entered
2void OnPlayerDetected() {
3  StoreTargetPosition(player);
4  SampleNavMeshLanding();
5  BeginDescent();
6}
7
8// On landing complete
9void OnLanded() {
10  PlayAnimation("Landing");
11  groundedAI.Enable();
12  DisableSelf();
13}
Built for your existing stack

Flying Agent is designed to drop into projects already using popular Unity AI and player controller assets — no rearchitecting required.

Emerald AI
✓ Supported
  • Player Spotted Receiver component
  • FlyAgentHealth → Emerald bridge
  • Safe alive / dead landing routing
  • No animator pop on air kill
Blaze AI
✓ Supported
  • Player Spotted Receiver component
  • blazeHealth bridge component
  • Hit() and Death() correctly routed
  • Hit State Behaviour compatible
FPSengine
✓ Supported
  • HitDetectionSystem patching included
  • Airborne targets routed to FlyAgentHealth
  • Player-tag attacker targeting fix
  • Works with Emerald & Blaze
Invector
✓ Supported
  • vProjectileControl patching included
  • Air kill does not trigger ground anim
  • Landing health reset fixed
  • Works with Emerald & Blaze

FLYING AGENT

📦
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