Nice job narrowing down the model rendering issue to static batching, rcgmhds. Most of the immobile objects in the demo scene have their static boxes checked so they will receive and cast lightmap shadows. Static batching is a pro feature, so that might’ve been causing the problem. The issue with using a negative value for the Player Height Mod var probably has to do with the speed that the height of the capsule is increased, resulting in too much of an overlap of the capsule with the ground collider. We will be fixing this in the next version. Good to hear you also found solutions for the NPC height and animation issues you mentioned. As far as adjusting the scale of the NPCs, another option might be to keep the object’s scale at, or close to 1,1,1 then changing the scale factor of the character mesh in the Mesh Import Settings and modifying the character controller capsule height and Y Center value of the NPC to fit the resized mesh. Improved NPC AI is on the way, which will probably use an open/free pathfinding system to start, so that all users will have access to it. Dynamic wandering should be fairly simple to implement, as it would involve selecting a random, nearby point, doing a capsule check to see if the NPC can fit there, and then moving the NPC to it. Thanks for the suggestion. Hi DevGuy, I wish we had a specific example on how to spawn enemies over an area using our asset, but you might want to have a look at this link and this link on Unity Answers which covers the subject. In the example code posted on those pages, there are some lines with instantiate calls that you could modify to instantiate NPC prefab objects. The Thirst and Health screen elements can be moved by selecting the HungerText or ThirstText objects in the project library located in: Assets\!Realistic FPS Prefab Files\!Objects\HUD. You can then change the Horizontal Offset and Vertical Offset values of the HungerText.cs and ThirstText.cs components to change their onscreen positions. The parent object’s offsets will move the main color and the child object’s offsets will move the shadow color. You can also change the font of these GUIText objects here as well. Also, the hitPoints, hungerPoints, and thirstPoints vars of FPSPlayer.cs can be used to reference the current amounts that are displayed onscreen for use with a GUITexture. Hope that helps.