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[Deprecated]

Discussion in 'Assets and Asset Store' started by ShortTimeBuilders, Nov 11, 2016.

  1. ShortTimeBuilders

    ShortTimeBuilders

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    Oct 11, 2016
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  2. Narcotic904

    Narcotic904

    Joined:
    Jun 11, 2013
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    This asset is very user friendly. I didn't even have to read any documentation or watch the tutorial to get this up and running. Just wanted to tell you guys great work on this project! Also the performance on this is great, the AI is streamed in and out of the world as your position changes saving me even more work!
     
  3. DawidMoza

    DawidMoza

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    Nov 24, 2016
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    And what would happen if I will interact with a pedestrian?
     
  4. DawidMoza

    DawidMoza

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    Nov 24, 2016
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    Okey, that sounds great, so using this we're a step closer to something big like the GTA V
     
  5. Narcotic904

    Narcotic904

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    You can extend the AI behaviors pretty easily. The source code of this asset is actually commented really nicely.
     
  6. DawidMoza

    DawidMoza

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    Good documentation is always a valuable thing!
     
  7. Mohanz12

    Mohanz12

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    Jan 5, 2015
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    This is a very simple and realistic ai system however I am having trouble setting up a pedestrian system for my own custom character. I copied everything from the components and the animator controller set up that you used for your teddy pedestrians but my characters don't even spawn. Any idea what I might be doing wrong?
     
  8. Mohanz12

    Mohanz12

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    I tried copying the video step by step using the Ethan character but still no progress...would it be because of the rigging of the character? Ethan doesn't even spawn nor does my custom characters but the teddy characters work fine.
     
  9. Mohanz12

    Mohanz12

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    Jan 5, 2015
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    I also tried switching the animations that are in the animator controller with the ones Ethan and my custom character are using, I'm not sure if I am missing something?
    P.s Thank you for the video.
     
  10. Mohanz12

    Mohanz12

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    thank you for the videos and for your help.
    Everything works great now;)
     
  11. MFKJ

    MFKJ

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    May 13, 2015
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    why walking object become disable as my camera move backward(Camera distance increase from the teddy)?
     
  12. MFKJ

    MFKJ

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    thanks for response but i have already found it (silly me, didn't check it earlier) it was given in the handler.
    here is one more question:
    I extensively searched about max poll and I learnt that it is the maximum spawn count of every prefab which you assign into path setting(add selected Individual). But my question is that how can i assign/control total spawn count on a specific path? In simple manner, how can i limit the walk-able characters(teddy) into specific path?
     
  13. MFKJ

    MFKJ

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    No this is not the case, i made one individual path with three normal points, set max poll to 1 and it instantiate only one walk character, as i start to increase max poll to 2, it instantiated 2 characters. Setting 3 max poll, instantiated 3 objects. Then, if increase max poll, it make no effects (maybe due to the three individual points).
     
  14. MFKJ

    MFKJ

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    May 13, 2015
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    Hi PACS team,

    I am getting this warning sometime. I tried to figure it out with google but didn't find any relevant solution. Hope that you can correct me

    It occurs at run time in my scene but remember it didn't generate any warning if i use your scene (BasicScene in PACS folder).

    Is there any extra settings require which i am not getting?
    Or My bake setting are not correct? Or what else i am doing wrong.

    Thanks
     
  15. MFKJ

    MFKJ

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    Do you mean that distance b/w navmesh(baked floor) and my points are greater?
    I didn't check thoroughly that navmesh and point distance(it can be) but my nevemesh is generating Correctly.
    Yes baked meshes are walkable static
     
    Last edited: Feb 15, 2017
  16. hasandemircioglu

    hasandemircioglu

    Joined:
    Oct 9, 2015
    Posts:
    2
    Hi,
    I would like to use walking pedestrians in prefabs rather than scenes. How can I achieve that?

    What I mean is that I would like to make all of the objects child of one parent object, and when I move the parent object, I want all of the pedestrians also move with that object.

    In your asset, when I move the parent, pedestrians are left behind.

    Could you help me please?

    ------------------

    ProblemScreenShots.png
     
  17. MFKJ

    MFKJ

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    Nice to hear, please let us know. Path density option is much needed while i am still about warning problem as i told you before.
     
  18. HenryChinaski

    HenryChinaski

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    Jul 9, 2013
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    108
    Hello,

    I bought the PACS+FTS Bundle and I really like it so far, very easy to use, indeed!

    What I dont like is that all the pedestrians perfectly straight follow their path. So if you have
    a bunch of them, even with a lot of different models and animations, their routes become very fast very obvious
    to the player. I would wish, that there would be a minor variation in their paths, changeable from node to node,
    maybe even visually represented as some kind of cone. Are there any plans for such an improvement of this asset?
    I believe this would make the crowds look much more believable. For now I could only time-consumingly do 10+ of paths with different node positions over the basically same area to let it look as if it would be some kind of crowd.

    EDIT:
    And one more thing:
    Is it intended, that the pedestrains can spawn directly infront of the camera? I assumed, that the Working Distance would take care of that!

    EDIT2:
    Sorry, one last thing. Is there no option included for any move speed setting?
     
    Last edited: Feb 18, 2017
  19. HenryChinaski

    HenryChinaski

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    Jul 9, 2013
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    Awesome news and quick reply. It's true! You can put e.g. 5 path nodes per section and connect them each with the 5 nodes in the sections before and after, or just the respectively surrounding ones. One example of how you could tweak the crow mechanic until variation will be implemented!

    EDIT:

    I use a top down camera if that helps fixing that bug, and after some time the pedestrians start spawning in my closer view range, even with the working distance set to hundreds.
     
  20. Dionysos1111

    Dionysos1111

    Joined:
    Feb 14, 2016
    Posts:
    39
    Hi,

    Looks like a pretty cool asset.

    Just 1 question, if i populate an entire city and i start the game wouldn't it be really laggy? Is there some kind of system that will only spawn people if you come near them and also hide them when you are far enough from them?
     
  21. HenryChinaski

    HenryChinaski

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    Jul 9, 2013
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    Is there a way to disable collision detection for the pedestrians? I thought enabling "Ignore Pedestrians Colliders" would manage that, but I cant see a difference. This would be very useful when handling large crowds for example.
     
  22. HenryChinaski

    HenryChinaski

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    Thank you very much!
     
  23. HakJak

    HakJak

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    Dec 2, 2014
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    192
    Does this system allow users to set/move pedestrian waypoints at runtime? I'm looking for a pre-built system, instead of rolling my own.
     
  24. swaindog

    swaindog

    Joined:
    Apr 27, 2017
    Posts:
    2
    Hi, any chance you have a version that works with 4.6.6p3? my app only uses this version and i urgently need some pedestrians walking around a building!

    Is there a previous version I can buy?

    Cheers

    simon
     
  25. swaindog

    swaindog

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    Apr 27, 2017
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    Appreciate you trying :) new version of our app will not be ready until June but will then be 5.4 - if you can help us on this that would be great or if you know of something basic that works on 4.6.6p3 that would give us wandering pedestrians (even if just white) we need to show some on a client architecture model. We will buy your product with the new app as it is perfect but for now do you know of anything at all?

    thank you!
     
  26. EdWaters

    EdWaters

    Joined:
    Mar 20, 2017
    Posts:
    7
    I'm a new developer using Unity and need to populate a 1st century, middle eastern city scene with groups of NPCs. The player will explore the scene and encounter NPCs in various locations e.g. market, temple, various streets. Your PACS + Lowpoly Character Pack may be able to help me. I have a few questions:

    1. Can separate groups of NPCs be set-up to become active when in approached by the player within the same scene?

    2. I will need to create dozens of period dresses NPCs. Can I reskin your Lowpoly Character Pack NPCs to speed this process along?

    Thanks,

    Ed Waters