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    Getting Started

    To get started with Kaiju Agents, follow the installation instructions or use the template project.

    Recommendations

    To make your workflow more convenient, it is recommended to set the game view to Play Unfocused. This setting can be found towards the center-right of the game view. This is recommended as agent visualizations are only shown in the scene view, and either of the other two modes in the game view can result in having your scene view minimized depending on your editor layout.

    Samples

    If this is your first time using Kaiju Agents, it is recommended you explore the provided samples. See the samples documentation for instructions on importing them to your project. If you downloaded the template project, these will already been in the assets folder.

    Next Steps

    To add your first agent into a scene, right click in the hierarchy window and go to Kaiju Solutions > Agents and click any of the options, with the Kaiju Transform Agent being the most basic. You can also access this creation process from the top menu by going to either GameObject or Tools and following the same steps. To learn how the agent works and how you can control it, head to the components documentation.

    Exercises

    Once you are familiar with the various components provided by Kaiju Agents, for practice you can try completing several exercises. Each exercise is more complicated than the last, providing an efficient learning experience for Kaiju Agents.

    Exporting

    Code releated to visualizations only works in the Unity editor, and hence related code is stripped if you export a build. All properties and methods in the scripting API which can only be run in the editor are prefixed with Editor. If you are writing any code accessing their editor-only properties or methods, you will need to exclude that code from buids. This can be done in two ways:

    1. If the entire script is not needed for your build, simply nest the script under any folder named Editor.
    2. If the script is needed in your build, you need to use preprocessor directives to wrap the editor-only code.
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