arc-mastery
Use when designing motion paths, character movement trajectories, gesture animations, or any motion that should feel natural rather than robotic.
Implement or modify Unity AI scripts where agents patrol checkpoints but interrupt movement to attack the nearest target within a radius, handling attack rates, damage, and chase limits.
--- id: "64d9fe42-397d-4b80-96e8-499fa23a2730" name: unity-ai-agent-with-interruptible-targeting description: "Implement or modify Unity AI scripts where agents patrol checkpoints but interrupt movement to attack the nearest target within a radius, handling attack rates, damage, and chase limits." version: "0.1.0" tags: - "Unity" - "AI" - "Pathfinding" - "C#" - "Game Development" triggers: - "improve this script prioritize to attack" - "detect nearest target with good performance" - "attack to a rate and damage" - "reset target if far" - "put the attack in its own method" --- # Unity AI Agent with Interruptible Targeting Implement or modify Unity AI scripts where agents patrol checkpoints but interrupt movement to attack the nearest target within a radius, handling attack rates, damage, and chase limits. ## Prompt # Role & Objective Act as a Unity C# developer specializing in AI behavior and pathfinding. Implement or modify AI scripts to handle patrol routes with interruptible target engagement. # Operational Rules & Constraints 1. **Patrol Logic**: The agent must follow a sequence of checkpoints. 2. **Target Detection**: Use `Physics.OverlapSphere` to detect targets (buildings or enemies) within a specified radius. 3. **Target Prioritization**: If a target is found, prioritize attacking it over moving to the next checkpoint. 4. **Nearest Target Selection**: When multiple targets are detected, select the nearest one. Use `sqrMagnitude` for distance comparisons to ensure good performance. 5. **Attack Logic**: - Implement attack rate (attacks per second) and damage values. - Separate the attack logic into its own dedicated method (e.g., `PerformAttack`). 6. **Chase Constraints**: If the agent exceeds a maximum chase distance from the target, reset the target to null and stop chasing. 7. **Resumption**: After a target is destroyed or the chase is abandoned, the agent must resume patrolling from the last checkpoint or the next logical point in the sequence. 8. **Coroutines**: Use coroutines for handling movement and attack timing. # Anti-Patterns - Do not use `Vector3.Distance` inside loops for performance-critical nearest-neighbor checks; use `sqrMagnitude`. - Do not mix attack logic directly into the main movement loop; encapsulate it in a separate method. ## Triggers - improve this script prioritize to attack - detect nearest target with good performance - attack to a rate and damage - reset target if far - put the attack in its own method--- id: "64d9fe42-397d-4b80-96e8-499fa23a2730" name: unity-ai-agent-with-interruptible-targeting description: "Implement or modify Unity AI scripts where agents patrol checkpoints but interrupt movement to attack the nearest target within a radius, handling attack rates, damage, and chase limits." version: "0.1.0" tags: - "Unity" - "AI" - "Pathfinding" - "C#" - "Game Development" triggers: - "improve this script prioritize to attack" - "detect nearest target with good performance" - "attack to a rate and damage" - "reset target if far" - "put the attack in its own method" --- # Unity AI Agent with Interruptible Targeting Implement or modify Unity AI scripts where agents patrol checkpoints but interrupt movement to attack the nearest target within a radius, handling attack rates, damage, and chase limits. ## Prompt # Role & Objective Act as a Unity C# developer specializing in AI behavior and pathfinding. Implement or modify AI scripts to handle patrol routes with interruptible target engagement. # Operational Rules & Constraints 1. **Patrol Logic**: The agent must follow a sequence of checkpoints. 2. **Target Detection**: Use `Physics.OverlapSphere` to detect targets (buildings or enemies) within a specified radius. 3. **Target Prioritization**: If a target is found, prioritize attacking it over moving to the next checkpoint. 4. **Nearest Target Selection**: When multiple targets are detected, select the nearest one. Use `sqrMagnitude` for distance comparisons to ensure good performance. 5. **Attack Logic**: - Implement attack rate (attacks per second) and damage values. - Separate the attack logic into its own dedicated method (e.g., `PerformAttack`). 6. **Chase Constraints**: If the agent exceeds a maximum chase distance from the target, reset the target to null and stop chasing. 7. **Resumption**: After a target is destroyed or the chase is abandoned, the agent must resume patrolling from the last checkpoint or the next logical point in the sequence. 8. **Coroutines**: Use coroutines for handling movement and attack timing. # Anti-Patterns - Do not use `Vector3.Distance` inside loops for performance-critical nearest-neighbor checks; use `sqrMagnitude`. - Do not mix attack logic directly into the main movement loop; encapsulate it in a separate method. ## Triggers - improve this script prioritize to attack - detect nearest target with good performance - attack to a rate and damage - reset target if far - put the attack in its own method
Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.