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.
Flying Agent handles the entire airborne lifecycle — so you focus on your game, not on reinventing aerial AI from scratch.
Circle a fixed point, follow a waypoint patrol path, or generate random airborne destinations — each fully configurable from the inspector with live preview.
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.
Dedicated avoidance systems for both airborne movement and the descent phase. Enemies navigate around geometry as they patrol and approach the player's location.
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.
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.
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.
Flying Agent owns each phase of the enemy's existence — airborne, grounded, or dying — and ensures clean transitions every time.
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.
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.
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.
Flying Agent is designed to drop into projects already using popular Unity AI and player controller assets — no rearchitecting required.
- Player Spotted Receiver component
- FlyAgentHealth → Emerald bridge
- Safe alive / dead landing routing
- No animator pop on air kill
- Player Spotted Receiver component
- blazeHealth bridge component
- Hit() and Death() correctly routed
- Hit State Behaviour compatible
- HitDetectionSystem patching included
- Airborne targets routed to FlyAgentHealth
- Player-tag attacker targeting fix
- Works with Emerald & Blaze
- vProjectileControl patching included
- Air kill does not trigger ground anim
- Landing health reset fixed
- Works with Emerald & Blaze

