Heist
A self-contained 3D stealth infiltration game. Attach this one component to a manager entity in the startup scene; in play mode it builds the whole facility and runs the game.
Heist — Shadow Heist
A self-contained 3D stealth infiltration game. Attach this one component to a manager entity in the startup scene; in play mode it builds the whole facility and runs the game.
Play
- WASD — move (relative to the camera)
- Mouse / RMB-drag — orbit the camera (zoom with the wheel)
- Shift — sneak (slower, harder to spot)
- Ctrl — crouch (lower profile, hardest to spot)
- E — interact: unlock the vault door (needs the keycard), grab the loot
Objective chain
Find the keycard → unlock the vault door → grab the loot → escape to the green extraction pad. Win at extraction with the loot.
Stealth
- A guard patrols a waypoint loop; a security camera sweeps the vault. Each has a vision cone (translucent shape + spotlight) and sees the player only when in-cone, in-range, and with an unobstructed line of sight (a raycast past walls and crates).
- A shared detection meter fills while seen (faster the more exposed your stance) and decays out of sight. It drives the guard's alert states: patrol → suspicious (investigates your last-seen spot) → alarm.
- Full meter / alarm = mission failed. Crates break line of sight — use them.
Structure
Everything lives in this component: level construction, the player + follow
camera, the guard and camera AI, line-of-sight detection, the objective state
machine, and the zui HUD (objective, keycard status, detection meter,
SPOTTED / ALERTED warnings, and mission-complete / failed panels with restart).
The built-in player/camera spawners are opted out in play (see the scene's
scene.json); the component owns the player and camera instead.
Scoped to this part · feeds back into the world's score.