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Lost Target Behavior

The Lost Target Behavior section controls what agents do when the target drops out of range. It matters most when the crowd can end up a long way from whatever it is chasing.

Where to find it

Switch the Behavior Profile inspector to Advanced to see this section. Simple mode shows an Out-of-Sight Fallback block of its own under Simple Tuning, but Idle Motion is Advanced only. Typing in the search box also drops you into the Advanced layout.

"Out of sight" is a plain distance check: an agent is aware of its target while the target sits within Sight Distance (25 units by default) and unaware beyond it. Nothing is raycast, so walls, pillars and props never break awareness. An agent standing behind a thick wall still counts as seeing the target if it is close enough.

Out-of-Sight Fallback requires Approach & Press to be enabled. It is off by default, so turn it on only if your game needs limited awareness or recovery behavior. Idle Motion is a separate pass with its own toggle and does not need Approach & Press. It fills in for agents that have nothing to steer toward, with two exceptions: dormant agents and surrendered ones are skipped before the pass reads its settings, and both of those systems ship on.

Leave both at defaults for open-arena games where direct pursuit always reads correctly.