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Hi @wgeorgio, You can set the Perceiver in advance in the scene. Set-up the Environments (i.e. where the player is inside) and assign the...
Hi @paulindrome, Sorry for the long delay, unfortunately, I got sick. I am sure you already figured it out: you don't have to change the source...
@paulindrome, You are absolutely right, I forgot that I changed this for some research pruposes only. I am sorry for the confusion. An option...
Hi @paulindrome, To see the behaviour names, a wrapper class might be a solution or a custom editor to your struct that displays the components...
Hi @paulindrome, I did some experiments in the past and also used the state machine with the animator (but every other would suit, too). 1. In...
Hi @paulindrome, Your configuration of AIMReduction doesn't look bad to me. Maybe the scaling is a little bit too large. Does the minimum example...
Hi @Hao_Cgh, Have a look at our example controllers. In line 93, you can check how we obtain the DecidedValue for a specific objective from...
Hi @BadEpic1, I am very sorry for the long delay. We did not get a notification e-mail about your post. In general, this should work. As a first...
Hi @BadEpic1, From the given details it's hard to give you instructions. I suggest building the basic scenes by yourself to see the details. I...
Hi @Daxten, I think your first issue is related to the second one, since AIMStabilization adds values to the objective, even though you want to...
Hi @gdsmssngr2723, I am not quite sure if I understand your question properly, but the self object in AIMContext will prevent the system from...
Hi @ayockel90, the best way to debug is to enable the gizmos in AIMContext, or to use AIMContextIndicator. This way, you can see if your agents...
Hi @Rocky_Unity, We love to hear that you like our asset :) There is a pretty simple way of achieving this. First, you need a controller that...
Hi @azanwork01, Please have a look at this post in the forum. Basically, you have to add interest inside the center of the zone you want to stay,...
Hi @Jshh, I send you a PM since this is getting quite detailed :) Best, Martin 'Zetti' Zettwitz from Polarith.
Hi @Jshh, Sorry for the delay! I've never experienced something like this - it's really odd. Since the invocation returns a null error (I assume...
Hi @Jshh, Your path solution sounds awesome! Nice to hear you dive deeper into the system and write custom components :) Maybe this part of the...
Hi @Aquarae, In general, vector flow fields might be a more applicable option since the behaviour is more deterministic which might be important...
Hi @Jshh, 1. I'll try to explain a little more general with respect to the example scene CopterHall, where I deactivated the patrol option in...
Hi @Underline404, Polarith AI Pro supports connection to existing pathfinding solutions. While the connection to Unity's pathfinding is inbuild,...