> For the complete documentation index, see [llms.txt](https://cowsins-ai.gitbook.io/cowsins-ai/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://cowsins-ai.gitbook.io/cowsins-ai/unity-toolbar/cowsins-ai-setup-handler.md).

# Cowsins AI Setup Handler

This can be found in the Toolbar > COWSINS > AI > Cowsins AI Setup Handler

This area is where you are able to easily create AI to use within your game with a few limitations

### Setup Handler Settings

* Name of the AI - This is the name for the AI that will be displayed after the AI's death on the HUD
* AI Object - This is the model that's already in a scene that the setup handler will use
* Tag for the AI - This is the tag that the AI will adopt when created
* Layer for the AI - This is the layer that the AI will adopt when created
* Use Ragdoll - Will enable the ragdoll feature for the AI
* AI Type - You are able to choose between different AI types (Enemy, NPC)
  * Enemy Type - You are able to choose between different enemy types (Shooter, Melee)

    **Shooter**

    * Shooter Type - You are able to choose between two different shooter methods that the AI will use (Hitscan, Projectile)

      **Hitscan**

      * Bullet Trail Object - The GameObject with a line renderer that the AI will use
      * Hit Mask - The layer that the AI will use to damage the player

      **Projectile**

      * Projectile - The GameObject the AI will use to spawn and damage the player
* Movement Type - Several options to choose from (Random Move, Waypoints, Idle)
* Setup AI - This will complete the process of creating a new AI
