Getting Started
Build one direct Attack group on open navigation data before testing positional maneuvers, moving targets, or dynamic membership.
The default pathfinder uses Unity’s navigation mesh. Supported integrations can provide another pathfinder or connect combat interfaces to another Opsive or third-party asset.
Create a tactical group
- Use the same pathfinder implementation on every group member.
- Implement
IAttackAgenton attackers andIDamageableon targets, or import an integration that supplies them. - Run the same Tactical Pack maneuver on each participating behavior tree.
- Give every member the same Formation Group ID. Add the target
GameObjectreferences to Targets. - Set Force Leader on one member when leadership must be deterministic.
- Configure attack timing and task-specific fields.
In Play Mode, verify both halves: members must reach their assigned positions, and attacks must reach the target through the configured interface.
Tactical task lifecycle
- Active tasks register agents under Formation Group ID.
- The group chooses a leader and calculates maneuver positions.
- Each member sends its assigned destination to the selected pathfinder.
- The group evaluates arrival, removal, and Attack Delay rules. Built-in tactical tasks disable inherited stuck detection and catch-up speed adjustment; handle stalled members through the pathfinder or a recovery branch.
- Eligible members rotate and attack through
IAttackAgent. - On completion or interruption, Stop On Task End determines whether the task stops its pathfinder.
Identify the first failed stage. An agent with no slot has a registration problem; an agent with a slot but no motion has a pathfinder problem; an agent in position with no attack has an interface, target, distance, angle, or timing problem.
Configure attack timing
- Attack Delay: None allows an attack as soon as the agent can perform it.
- Attack Delay: Arrival waits for that agent to reach its position.
- Attack Delay: Group Arrival waits until all registered group members arrive.
Use Group Arrival for a synchronized ambush or surround. Use Arrival when members may engage independently as they reach their positions.
Next steps
Choose the intended action in Maneuver Reference, then connect the game’s weapons and health through Combat Interfaces.