Top Down Stealth Toolkit

Thanks for sharing your solution. This is one of the two approaches we can go about implementing a delayed detection.

The other one is to have a small additional section in the left part of the Behavior Tree which deals specifically with what to do when the AI detects a target. It could have some condition that, only if completed, will let the AI start chasing or firing at the player. I’m going to try this approach and see how it goes.