Swarm Movement Profile¶
Controls how fast agents move and how they orient. Create via right-click → Create → Massive Swarm System → Agents → Movement Profile.
The six speed and turning fields are MinMaxCurve values, the same type the Particle System uses. Each agent samples its own value once at spawn, so a crowd built from one profile still varies. The sampling is seeded per agent, which costs nothing per frame. The three Orientation fields are ordinary settings and are shared by every agent using the profile.
Tip
Use a curve range rather than a flat constant to get natural variation across a large swarm. Even a narrow range on Max Speed takes the mechanical look off a crowd, and it costs nothing at runtime.
Motion¶
| Field | What it does |
|---|---|
| Max Speed | Maximum linear speed. Default 4. |
| Max Acceleration | How quickly agents accelerate toward desired speed. Default 20. |
| Braking Acceleration | How quickly agents slow down when steering drops to zero. Default 28. |
| Steering Response | How quickly agents follow steering direction changes. Higher is snappier; lower is smoother. 0 means immediate. Default 10. |
Turning¶
| Field | What it does |
|---|---|
| Max Turn Speed | Maximum yaw rotation speed in degrees per second. Default 720. |
| Max Turn Acceleration | Maximum yaw rotation acceleration, in degrees per second squared. Default 2160. |
Orientation¶
These settings change only where the model looks. Movement still uses the full blended steering, so an agent facing one way can be sliding another.
Orientation Mode picks the rule. Three options ship:
| Mode | Facing |
|---|---|
| Face Goal With Velocity Blend | The default. Mixes goal direction and travel direction using the two weights below. |
| Face Goal | Goal direction only. The weights are ignored. |
| Face Velocity | Travel direction only. The weights are ignored, and the goal direction is never computed, which makes this the cheapest of the three. |
The goal direction is whatever the agent is currently trying to do, resolved in priority order: fleeing a target it is retreating from, following the surface flow field around an obstacle, intercepting a moving target, closing on a target with Approach & Press, or facing the target it is orbiting. Travel direction is the agent's own planar velocity, which includes local corrections like Personal Space pushing it sideways.
The two weights apply to the blend mode and nothing else. The inspector greys them out under the other two modes and says so.
| Field | What it does |
|---|---|
| Goal Facing Weight | How strongly goal direction pulls facing. 0 to 1, default 0.8. |
| Velocity Facing Weight | How strongly travel direction pulls facing. 0 to 1, default 0.2. Keep it low when you do not want separation shoving to twist the model. |
Goal bias is the point of the default split. At 0.8 against 0.2 an agent keeps looking at what it is chasing while Personal Space nudges it around its neighbors, instead of twitching toward every avoidance correction.
Both weights at zero leaves the blend with no input
Under Face Goal With Velocity Blend, setting both weights to 0 means nothing steers facing at all and agents keep whatever direction they already had. The inspector raises a warning when it sees that combination.
Goal facing is a Full-tier feature
The goal direction is only resolved for agents in the Full importance tier. Outside it, Face Goal With Velocity Blend falls back to facing travel direction, and Face Goal holds the facing the agent already had. That is deliberate: the far crowd is where the saving matters and where nobody is looking closely. If you need goal facing to hold further out, raise the LOD distances or Full Quality Agent Cap in Swarm Settings, not anything on this page.
Related¶
- Swarm Agent Archetype — how movement profiles are assigned per enemy type.
- Behaviors — steering profiles run on top of movement settings.
- Importance LOD — which agents are in the Full tier.