AutoSkill 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.

install
source · Clone the upstream repo
git clone https://github.com/ECNU-ICALK/AutoSkill
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/ECNU-ICALK/AutoSkill "$T" && mkdir -p ~/.claude/skills && cp -r "$T/SkillBank/ConvSkill/english_gpt4_8/unity-ai-agent-with-interruptible-targeting" ~/.claude/skills/ecnu-icalk-autoskill-unity-ai-agent-with-interruptible-targeting && rm -rf "$T"
manifest: SkillBank/ConvSkill/english_gpt4_8/unity-ai-agent-with-interruptible-targeting/SKILL.md
source content

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