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Field Of View Toolkit - is an asset designed to display the field of view of characters, as well as detect objects that fall within the field of view.
Render pipeline compatibility
The Built-in Render Pipeline is Unity’s default render pipeline. It is a general-purpose render pipeline that has limited options for customization. The Universal Render Pipeline (URP) is a Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. The High Definition Render Pipeline (HDRP) is a Scriptable Render Pipeline that lets you create cutting-edge, high-fidelity graphics on high-end platforms.
Unity VersionBuilt-inURPHDRP
2022.1.23f1
Compatible
Compatible
Compatible
2020.1.0f1
Compatible
Compatible
Compatible
Description

This Asset consists of three main parts:

  1. Displaying fields of view of characters or surveillance cameras. Suitable for 3D and 2D games. Support for all rendering platforms and pipelines: Built-in, URP, HDRP.
  2. Advanced character or object detection system that can be used separately from the field of view display system.
  3. Optimization system that makes it possible to use dozens of asset instances even on weak computers and phones.

Manual

Technical details

About the field of view display system

  • Flexible adjustment of all display parameters both in the editor and in runtime.
  • 7 shader and material variants for Built-in, URP and HDRP rendering pipelines. Ability to easily edit most materials using Shader Graph.
  • High quality of display is provided by the system of precise detection of object corners (walls), several filtering and smoothing functions.
  • Possibility to use semi-transparent objects (glass, smoke, bushes), when looking through which the viewing range is reduced.
  • Quick and easy start! Add just one simple script, set the required quality and the asset is ready to work. All settings are automatically adjusted according to your preferences.
  • Several dozens of different parameters are available for detailed customization of the asset. All parameters are provided with detailed hints and tips on how to use them.
  • Easy and fast integration of the Asset into your game systems is possible thanks to a pre-prepared set of public methods and events (detailed documentation is available).

About the object detection system

  • The object detection system consists of two subsystems that operate simultaneously: "People" detection and "Item" detection.
  • Detection of objects of the "Human" type. When a person enters the field of view, the NPC's alarm bar starts to increase. The alarm is visualized on the field of view as an increasing red circle (the color is customizable). When the alarm grows so large that the red area touches the person, the person is detected. If the person leaves the field of view, the alarm bar gradually starts to decrease.
  • Detection of "Item" type objects. Occurs similarly to the detection of "People", except that the counting of time to detection of each object is done separately. It is possible to have a single reaction to the detection of each object.
  • Detection of objects located on any physical layers. Detection of invisible colliders that are transparent to the visible field of view.
  • An unlimited number of additional detection levels. For example, an NPC can additionally scan an area at the level of his knees and an area one meter above his head.
  • Detection speed can vary depending on whether objects are in light or shadows, behind semi-transparent objects, and on the parameters of the object itself.
  • Dependence of detection speed on the distance to the object: the same at any distance, with a linear dependence on the distance, a step change with a division into zones (for example: near, normally, far).
  • Elaborate callbacks. Each change has its own Event (more than 10 events). This will allow you to easily integrate this Asset into your AI and character management systems.
  • This feature can be used together with the field of view display system or completely separately!

About the mechanisms of asset optimization

  • Asset operation is based on the fact that the surrounding space is scanned using rays from the NPC's "eyes". Several optimization mechanisms are built into the asset, which allow you to change the number of rays used and the scanning frequency in a fully automatic mode. Thus it is possible to save computing resources of the system without sacrificing visual quality.
  • The main optimization mechanism: a special LOD system. Optimization consists in the fact that for a small field of view (e.g., in a room) it is necessary to generate a smaller number of rays than for a large field of view (e.g., outdoors). The system constantly calculates the size of the field of view and selects the optimal LOD level.
  • The second optimization mechanism: the field of view can become static while the NPC is standing still (but object detection always continues to work!). The field of view is no longer static if there is movement in the field of view (e.g. a door opens) or if the NPC itself starts moving.
  • The third optimization mechanism: each field of view can have several quality presets for graphical settings. Presets can be switched manually (e.g. by the player in the game quality settings) or automatically (more on this below).
  • Tracking of NPC state and its distance to the game camera. Accordingly, optimization mechanisms are applied in automatic mode: lowering the LOD level, limiting the maximum LOD level, reducing the preset quality, and turning off the field of view completely.

Field Of View Toolkit

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License type
File size
32.1 MB
Latest version
1.03
Latest release date
Sep 13, 2024
Original Unity version
2020.1.0
Quality assets
Over 11,000 five-star assets
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Rated by 85,000+ customers
Community support
Supported by 100,000+ forum members
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