The AI’s movement is driven by Unity’s navAgent system and has been set up to work in a similar fashion to the player avatars animation, the only difference being instead of getting a target direction and speed from controller input, it references the navAgent script results.
Above is the greybox model for the patroller AI. This rig has basic run, walk animations along with a few extra miscellaneous ones for specific situations e.g. search animation and surprised.
Image of AI movement test scene, when given a target position and speed the AI will pivot, turn, walk or run to reach it.
In the future I will look into the possibility of making a more general base script that could handle both the AI and player mecanim movements, seeing as they both use the same calculations.