Basic Enemy AI Controller - Line of Sight Detection
This Enemy AI system provides game developers with a complete, modular solution for implementing intelligent enemy behavior in 3D action games.
This course includes.
Curriculum & lectures.
+ Template Overview and Download 2 lectures
About this course.
Built on a clean Finite State Machine architecture, it features three core states: patrol (waypoint-based movement), chase (player pursuit with line-of-sight tracking), and attack (range-based combat with cooldown system). The AI uses sophisticated detection combining distance checks, configurable field-of-view angles, and raycast-based line-of-sight verification to create realistic awareness. Every parameter is exposed in Godot's inspector for easy tweaking, from movement speeds and detection ranges to attack cooldowns and lost-player timeouts, making it effortless to create anything from stealthy guards to aggressive hunters without touching code.
Designed for maximum flexibility and ease of use, this template includes comprehensive documentation, a fully functional test scene, and clean, heavily-commented GDScript code that serves as both a working system and a learning resource. The waypoint-based patrol system requires zero setup—simply add Node3D children to create custom routes. Performance is optimized with interval-based detection checks and efficient movement algorithms, ensuring smooth gameplay even with multiple enemies.
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This Enemy AI system provides game developers with a complete, modular solution for implementing intelligent enemy behavior in 3D action games.