The RIDE platform contains several example scenes that feature one or multiple capabilities of the API. 

Explore the /Assets/Ride/Examples/ directory in your local version for additional scenes not yet listed in this documentation or not featured in the current LevelSelect scene listing.

New example scenes are added to the project regularly.

A* Pathing

Demonstrates how to use the “A* Pathfinding” option as a new movement system type for units.

Agent Behaviours

Demonstrates a code-driven set of general and custom agent behaviors for a unit.

Agent Commands

Command agents with basic real-time strategy (RTS) control type input. Displays a selector marquee in a specified color, with selected agents displaying a circular icon at their base.


This example demonstrates how to load and play audio clips in RIDE.

Barracuda API

This example demonstrates how to examine and run unit tests on various Machine Learning models residing within/outside RIDE backed with Unity Barracuda framework.

Behaviour Comparison

This scene demonstrates how one might analyze side-by-side the performance of two approaches for agent cover behaviour: scripted vs. Machine Learning (ML).

Camera Home

Demonstrates how to reset a camera’s position and rotation at run-time using RIDE’s ICamera system.

Camera Tween

Demonstrates how to use RIDE’s tween (in-betweening) system to move a camera.


Define the unit spawn parameters of opposing Blue and Red agents. Autonomous behaviors enable each side to navigate obstacles and engage via line-of-sight in order to reach a waypoint.

DataMono Entities

“DataMono” characters built by using bootstrappable data components for entities.

DIS Messages

Demonstrates how to use RIDE systems to send and receive Distributed Interactive Simulation (DIS) messages.

Dynamic Spawn

Spawn individual agents or squads, and then commandeer any single unit with full first-person fire/movement controls.

Ground Classification Weather

Demonstrates the dynamic navigation of different unit types to an arbitrary waypoint under a severe weather event affecting ground conditions.

Headless Mode

If the CommandLineParser.cs script is in the scene, and you create a build of the scene, then you can process all the ScenarioParameters and run your simulation with or without graphics.

Interpretation System

Demonstrates the systems for real-time interpretation of scenario events and narrative summarization.

Line of Sight

Demonstrates terrain map line-of-sight (LOS) system for BLUEFOR, OPFOR and CIV agents. 


Demonstrates how to load, display, and switch between different languages


Use the RIDE API to implement your own logging.


Master scenario events list injection (MSELI) allows you to create arbitrary events in the simulation and provide them with execution orders and conditions for their execution during the scenario.

Particle System

Displays how to create particle systems from prefabs, scene objects, resources, and RideIDs.

Patrol and Attack Bot

Demonstrates autonomous agents using behavior trees (BT) in order to make decisions about patrolling and attacking.

Razish Tour

This example scene shows how to create an interactive tour around a terrain using scenario events and custom AI behaviors.

Region System

Track the movement of individual agents and groups as they move in and out of defined polygonal regions.

REST Services

Demonstrates how to host a RESTful service in RIDE so that it can be accessed via an HTTP request from a web browser.

Simple Network Controls

This example demonstrates how to set up a network environment with controllable characters using the RIDE API and Photon asset package.


Demonstrates how to open, send data over, and close a TCP socket in RIDE.

State Machine

Basic Agent state machine that can be modified as needed for simulations.

Team Match

Red vs Blue networked competitive multiplayer on various terrain maps with dismounted or vehicular units.

Terrain Destruction

Apply explosive ordnance of user-set intensity and size at any location on a terrain map. Deformation of the surface geometry may change depending on the material/structure classification at that point.

Terrain Loading

Examine available terrain maps in TILE or LMAB formats, selecting between different LOD settings.


Demonstrates how to use Unity’s Timeline package with the RIDE API’s mechanics.


Collects the available SpeedTree assets that will be used to make asset bundles for different platforms.

Unit Data

Save agents and/or groups for later retrieval, allowing them to be loaded into the scene via custom menus.

Vehicles Input

Navigate terrain maps with “drivable” vehicles through basic keyboard or gamepad input. Cycle multiple camera angles in and around the vehicle for observation of variables in the environment that affect physics of the vehicles. An overlay displays vehicle motion statistics in real-time.

VGL Stress Test

Configure a scalability test with generic in-game agents in real-time and record performance data locally and in the cloud for later analysis.