Crowd Types
Crowd Types in Enemy Masses
When using the Enemy Masses Setup Wizard, you can choose between three distinct crowd types. Each type is tailored for a specific gameplay scenario and comes with its own set of behaviors and requirements.
1. Combat Crowd (Default)
The Combat Crowd is the standard enemy type designed for action games, RPGs, and hack-and-slash titles. These units are built to engage the player directly.
Best For: Action games, RPG enemies, Zombie hordes.
Key Features:
Player Targeting: Automatically detects and chases the player.
Combat AI: Uses sophisticated behavior trees for attacking, circling, and formations.
Aggro System: Units react when the player gets close or attacks.
Setup Requirements:
Requires Attack, Hit, and Death animation clips.
You must select a Combat Behavior Template (e.g., Melee Swarm, Queued Attack, Battle Line).
2. Battle Simulation (RTS)
The Battle Simulation type is designed for strategy games or scenarios where factions fight each other automatically. This mode unlocks RTS-specific features and controls.
Best For: RTS games, Battle simulators, Faction wars.
Key Features:
Faction vs. Faction: Units automatically target and fight enemies from opposing factions.
Player Control: You can mark a faction as "Player Controlled" to enable unit selection and RTS commands (Move, Attack).
RTS Camera: Automatically sets up a top-down camera with various control schemes (Classic RTS, Total War style, etc.).
Advanced Systems: Supports Minimap and Fog of War generation.
Setup Requirements:
Same animation requirements as Combat Crowds.
Adds the
EnemyMassesRTSControllercomponent to your scene.
3. Civil Crowd
The Civil Crowd type is for creating non-combatant NPCs that populate your world. They are neutral and focus on ambient movement rather than fighting.
Best For: City crowds, Villagers, Ambient wildlife.
Key Features:
Passive Behavior: These units do not fight, chase, or react to combat.
Navigation Modes:
Follow Connections: Agents move along defined paths or graphs (great for city streets).
Free Roam: Agents wander randomly on the NavMesh (great for parks or open areas).
Movement Styles: Choose from Walk, Stroll, Hurried, or Varied to give the crowd personality.
Setup Requirements:
Simplified Animation: Only requires Locomotion clips (Idle, Walk, Run). No combat animations are needed.
Combat systems are internally disabled to save performance.
Summary Comparison
Primary Goal
Kill the Player
Fight other Factions
Ambient Life
Combat AI
Enabled (Player Focus)
Enabled (Faction Focus)
Disabled
Player Control
No
Yes (Optional)
No
Animations
Full Combat Set
Full Combat Set
Locomotion Only
RTS Camera
No
Yes
No
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