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[RELEASED] Honor AI - the ultimate, high performance and modular AI solution

Discussion in 'Assets and Asset Store' started by Roni92pl, Jan 10, 2020.

  1. Roni92pl

    Roni92pl

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    ------ HONOR AI ------



    HonorAI is an utility-based solution for easy creation of various AI agents like monsters, animals, followers, villagers, hunters etc, with just a few clicks!

    No matter how experienced you are, you will find HonorAI helpful:
    less experienced developers will appreciate quick and easy AI setup with just a few clicks, while more advanced users can enjoy well written modular codebase, flexibility and extensibility of the whole system.

    What makes Honor AI special is that AI logic isn't hardcoded, but rather designed in AI graphs that can be freely modified to your needs.

    Thanks to such a solution Honor AI is the only AI solution on the Asset Store that solves the age-old problem of having to choose between a ready-made product that is inflexible or a low-level framework that doesn't provide game-ready features, as it provides benefits of both, without any compromises!

    HonorAI takes care of the most difficult AI-related challenges so you can focus on making games!

    HonorAI provides you with all of AI essential systems:
    movement, spatial awareness, perception, combat, relationship, animations, audio, productivity tools and so much more!


    ---Features---

    ✔️ Intuitive, simple to use and highly configurable

    ✔️ For designers - add AI to your game with few clicks and even modify AI logic using visual graph editors, no coding required!

    ✔️ For programmers - high quality, flexible, modular codebase

    ✔️ Modular - each core component of character can be replaced by your own implementation; all graph elements are coupled to single interfaces only!

    ✔️ Easily configure AIs - follower, guard, wild animal that runs away, brainless zombie or anything in between!

    ✔️ Provided behaviours - melee combat, distance combat, fleeing when it's too dangerous, patrolling/guarding area, follower/summon, looking for last seen target

    ✔️ One-click setup wizard - add many creatures to your game quickly and without unnecessary hassle

    ✔️ Configuration presets - make reusable presets of animations and sounds to easily share between similar AIs

    ✔️ High performance and scalable - everything is load balanced, you can easily trade performance vs AI frequency for each npc using single slider;
    the best choice for mobile platforms!

    ✔️ Relationship system - npcs can be hostile toward other groups, neutral, or friendly. AI is not player-centric, so battles between npcs are not only possible, but also easy to do!

    ✔️ Animation system - just assign your animation clips, your animation controller will be automatically configured

    ✔️ Root motion support - enable root motion with one tick box in inspector and
    HonorAi will make sure everything is working in harmony for you

    ✔️ Perception system - plenty options to choose from based on how complex perception system you need: simple distance-based detection, distance detection with field of view angle, and fov + raycasts

    ✔️Look at system - humanoid characters aiming at their targets and looking at player when nearby makes them so much more immersive

    ✔️ Audio system - one type of sound can have as many audio clips as you want, configurable randomization of pitch means one clip will sound a little differently every time it's played

    ✔️ Waypoints system - npc can move through waypoints in order, or randomly; every waypoint have radius, so you can make AI guarding some area with just one big waypoint

    ✔️ Spawn system - configure spawners using simple inspectors or api. Spawners can also be activated by player proximity

    ✔️ Spatial optimization - groups of AI can be configured to enable only when player is in proximity, to save precious cpu cycles

    ✔️ Utility AI backed - check, debug and modify and extend all AI logic, there's no hidden magic!

    ✔️ API - all AI related actions have events you can hook your code to, and all features have relevant and useful API to make sure AI can be well integrated into your project

    ✔️ All source code included

    ✔️ Free updates - including new features


    ---------------------------------------------------------------------------
    Documentation | Videos | Discord | Asset Store
    ---------------------------------------------------------------------------


    =====Planned addons=====
    • Action module (WIP)
      advanced combat movement logic, blocking, area attacks etc, suited for action games, action and classic rpgs
    • Command module (WIP)
      formations, communication, teams and orders system
    • Shooter module (WIP)
      dynamic obstacles detection, tactical movement, intelligent usage of obstacles for cover, throwable wepons like grenades
    • RPG Module (Planned)
      with things like mana, levels, summons, healing, buffs etc
    • Survival module (Planned)
      with things like hunger etc and more advanced interactions for wildlife, like attacking other neutral AIs for food when starving
    • Flying module (Planned)
      (any name suggestions?) - pretty obvious, something like dragons in skyrim









     
    Last edited: Oct 31, 2021
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  2. Roni92pl

    Roni92pl

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    //updated first post to better show progress
     
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  3. Roni92pl

    Roni92pl

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    Upcoming demo :)

     
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  4. dark_vulcan

    dark_vulcan

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    Hey, This looks cool. I was about to write my our Utility AI but then saw your SmartAI asset and then this. So i'm little confused now which one to buy? or both are same?

    Shouldn't this be included in the SmartAI as an example ?

    And i can see lot of character sliding and the characters shoots arrows without even completely turning themselves towards the zombie and then shooting the arrow. Are you going to make it perfect? As anyone who would want to purchase this asset would expect a polished demo atleast. I'm really interested in seeing that how manage the animations and rotations smoothly.
     
    Last edited: Jun 18, 2020
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  5. Roni92pl

    Roni92pl

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    Hi, to put it in simple words, SmartAi is basically an utility Ai framework - a tool to visually design logic of your own AI logic, while Honor AI is actual AI solution (that provides animation system, sound system, relationship system etc) built using SmartAi framework - so it's also graph based, and you will have access to those graph and can modify them, and design completely new ones also.
    Regarding demo video - it was made without root motion, and system is much improved now, supports animation root motion, aiming logic, and animation layers, so AIs can move and rotate freely while moving. It is all handled by HonorAI, you just need to provide animation clips. Will show some more presentations soon.
    HonorAi will be released with some example demos of course.
     
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  6. Roni92pl

    Roni92pl

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    Hello, this time I wanted to show you feature that makes HonorAi stand out from competition:
    it's flexibility and extensibility, even without touching code!
    With HonorAi you have the best of both worlds: ready to use, easily inspector-configured AI for super quick start, but at the same time you're not limited by hardcoded AI logic, as it's designed with graphs known from SmartAi.
    So you're able to not only modify existing behaviour without breaking compatibility with future updates, but can also design absolutely new behaviours just playing with nodes in ai graphs!
    Here you have quick presentation showing how to change default 'fleeing' behaviour from default, rather advanced behaviour that flee based on situation evalutaion, to simple 'flee when health is below 50%'.
    (enable closed captions)


    Cheers!
     
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  7. Roni92pl

    Roni92pl

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  8. Roni92pl

    Roni92pl

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    Video presents 'follower' behaviour, typical for rpg games. Notice how character fluently adjusts it's movement speed to keep close distance to player, it have only one run and one walk animations and blend between them to achieve desired movement speed, while perfect sync between animation and movement is achieved by root motion animations.
     
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  9. Roni92pl

    Roni92pl

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    A little more visually appealing version :D
     
    Last edited: Jul 18, 2020
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  10. Roni92pl

    Roni92pl

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    Hi, if you want to join beta testing msg me on Discord, cheers!
     
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  11. Roni92pl

    Roni92pl

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    Hello,
    just wanted to give small update on HonorAI development: most of issues has been worked out and you can expect first public beta release on the AssetStore very soon;
    We're fully aware that development took some more time than we anticipated and many of you are waiting for it but im sure the wait will be worth it and we want to deliver polished and the best possible AI solution.

    Get ready for next generation of AI with no compromises, flexibility and performance like you've never seen before! :)
     
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  12. Roni92pl

    Roni92pl

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    First Honor AI video tutorial is out!

     
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  13. Roni92pl

    Roni92pl

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    We're very excited to announce that HonorAI beta was just released!
    Get it now for discounted price HERE!
    For beta release cycle development will focus on polishing existing features, finding and fixing any bugs/issues, improving documentation but also you can expect new features.

    First update is already on the way, stay tuned, will share some more development plans soon® ;)

     
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  14. somosky

    somosky

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    Hi I'm using Opsives Ultimate Character Controller to create my AI. Would I be able to still use Opsive to create the AI and use this to control it?
     
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  15. digiross

    digiross

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    This looks very cool. Is their any multiplayer implementation currently, or planned?
     
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  16. Roni92pl

    Roni92pl

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    In the meaning that player is using this controller then sure, its possible, it just needs to implement few interfaces to be recognized as character by other agents.

    Thanks, no multi support yet but in the future im not saying no, will definitely look closer at such feature after 1.0.
    Cheers.
     
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  17. Roni92pl

    Roni92pl

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  18. Roni92pl

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    While testing and preparing many different characters for promo video it quickly turns out that most of the time is spent for proper animations configuration and assignment.
    To improve this we're going to implement animation automation tools that will help make this process quicker, less painful and more efficient.

     
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  19. Roni92pl

    Roni92pl

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    Quick performance test, 400 AI characters fighting in epic battle orcs vs knights - don't even need any special optimizations :)
     
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  20. Roni92pl

    Roni92pl

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    H̶̶̶a̶̶̶v̶̶̶i̶̶̶n̶̶̶g̶̶̶ ̶̶̶s̶o̶m̶e̶ ̶f̶̶̶u̶̶̶n̶̶̶ working on teaser :p
     
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  21. Roni92pl

    Roni92pl

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  22. Duffer123

    Duffer123

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    @Roni92pl , this looks amazing and not sure how I missed it before. I'm particularly interested in:

    * Integrations... how easy would it be to integrate with Ultimate Character Controller, Invector, what about Inventory assets?

    * Animations... interested to see how many animation clips can be pushed in and how this creates animation controllers?! A bit like animancer? How would this work with UCC, Invector or Animancer?

    * How does this asset support Stats? and maybe buffs and debuffs over time?

    * Own inventory support?

    * Abilities?

    * Melee, ranged, spells combat?
     
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  23. Roni92pl

    Roni92pl

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    Hi Duffer123, thanks for kind words,

    Integrations:
    definitely have integrations in plans, but since we're in beta it is too early to say anything specific, but that will be based on your requests of course, for now I had the most questions about GameKitController.

    Animations:
    It uses ready-made controller that is then modified based on your character configuration, at edit time.
    At runtime it's just normal mechanim animator, no magic there.
    You can add as much 'single' animations like dying or random idle or custom as you want. Though not all are implemented yet hence beta. For movement it uses run forward, walk front/left/right/back and rotate left and right, with all of them separate for combat state (optional).

    Stats, abilities, inventory etc:
    It's too genre-specific featue as HonorAI trys to not make any assumptions about game type/genre.
    You can implement your own Character component(inherit from Character) and add all stuff you want via normal code.
    With that said we have plans to implement such fun stuff as separate packages for dedicated game types, in spirit of maximum flexibility for those who need it.

    Combat:
    You have highly configurable Weapon and Shooting weapon components that can work as spells/magic attacks, melee weapons, shooting guns etc. As for AI logic it have both melee and combat, AI automatically uses logic appropriate for his weapon and it's stats. Multiple weapons + weapon selection logic(you'll be able to use multiple weapons as AIs 'attacks') are planned in future updates.

    Cheers.

     
    Last edited: Feb 23, 2021
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  24. Duffer123

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    @Roni92pl , thanks for the comprehensive response! Understand on all counts. It might be useful to tie or sync variables within the utility ai with external GameObjects, their components and the fields and properties in them?
     
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  25. Roni92pl

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    Sure, SmartAI has 'references' in AI component that allows for just that.
     
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  26. Roni92pl

    Roni92pl

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  27. Roni92pl

    Roni92pl

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    Hello,

    with this posted I wanted to give you some update on development progress, where are we now, what are the development plans and what exciting new features you can expect in future.
    Right now we're in beta phase as there are still some minor issues and not all features are complete - this is mostly related to inspectors, animations and polishing AI behaviours.
    Development of beta will focus on making stable and polished solution but there will be also some new features on the road to v1.0 release.

    We'll also put this roadmap in the first post and update it regularly to reflect current status and plans.

    With that said, here's features roadmap showing what new features you can expect in which version:

    ---------------------ROADMAP---------------------

    Green - working on or done
    Black - in plans

    ==v1.0==
    • Auto animation assigner tool
    • Fix most all known bugs and issues
    • Random idle animations
    • Custom animations and their API
    • Dedicated animator controller for non-humanoid AI
    • Rotation animations when rotated by movement system (in place)
    • Expose all AI variables from graphs to Character inspector
    • Expose scanner layers settings in character inspector
    • Centralize inspector runtime debug information (current state, destination, target, visible objects) to be in one place in inspector
    ==v1.1==
    • GameControllerKit integration
    • Decorative AI - minimal overhead AI with just movement and health logic that will allow massive numbers of simple AI agents on scenes
    • New, lightweight AI graph for decorative AI
    • Scalable AI option - automatically throttle AI updates frequency to slow them down instead of taking more cpu time
    • Intelligent, automatic animations import settings
    • Collision/raycast based damage API - allows for area attacks and hitting multiple targets
    • Import animations between Characters, also single groups import(not just all at once)
    • Adding force to ragdoll on death
    ==v1.2==
    • Multiple weapons handling for Character
    • Weapons selection logic
    • Animations for transitioning to and from combat state (eg drawing weapon)
    • Getting hit animations
    • Custom Character sounds list
    • Character creation wizard presets
    ==v1.3==
    • Steering animations(forward+direction, back+direction) - optional
    • Multiple custom movement blends (like normal vs combat movement) - allows for different set of animations for example for different held weapons
    • Blocking logic and animations
    • Max chase distance/territory
    • Taunting/warning behaviour

     
    Last edited: Mar 1, 2021
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  28. cangcloud2015

    cangcloud2015

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    I saw the integration with GameControllerKit, which is exactly what I want.
     
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  29. Roni92pl

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    Note that roadmap only shows major features, there will be of course countless other improvement and smaller features down the road.
    What you guys would like to see? Any specific features, third party integrations? You can have real impact on development of HonorAI ! :)
    Cheers!
     
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  30. Roni92pl

    Roni92pl

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    Hi,
    did some pretty nice progress, you can expect nice improvement in performance, especially in crowded situations thanks to separating scanning tasks to separate AI graph, that way you have separate control for AI main graph update and for scanning, also updated roadmap with progress in the first post.
    Next update will be v0.9beta and after that official, v1.0 release!
    Cheers
     
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  31. Eldaas

    Eldaas

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    Loving this asset at the moment. Keep up the great work Roni :)
     
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  32. Roni92pl

    Roni92pl

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    Thank you for kind words, they definitely help to keep pushing with development :D
     
  33. Roni92pl

    Roni92pl

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    Hello, here's step by step tutorial showing you whole process on how to create barbarian character - from downloading files to adding sounds.
    Cheers!



    Also updated roadmap with recent progress, added A* Pathfinding Project Pro integration and done some features planned for v1.1.
     
    Last edited: Mar 16, 2021
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  34. Roni92pl

    Roni92pl

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    Hi,
    this time we're posting tutorial dedicated to setting up animations; also added chapters to the previous one.



    Cheers!
     
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  35. Roni92pl

    Roni92pl

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    Official trailer is out! :)

     
  36. Roni92pl

    Roni92pl

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    Hi,
    0.9b update is out!

    Features:
    -Autom animation assigner tool - assign animations automatically based on keywords and animation clip names
    -Clips renamer tool - rename animation clips to match their fbx file name - super useful for mixamo animations
    -Animation importer tool - copy animations between animation presets and Characters, all combinations allowed - preset-preset, Character-Character, Character-preset and vice-versa
    -Selectable AiComponents prefab in Character creation wizard
    -Guided missile type projectile
    -Particles handling for ShootingWeapon
    -Added AimTransform to Character
    -Box-shaped spawn option in CharacterSpawner
    -Scalable load balancing option for AI graphs - throttle AI updates frequency slowing down AI updates instead of bogging cpu with more characters
    -Performance info showing useful information regarding performance like how many AI updates per frame you can expect with certain number of characters
    -Added some statistics in HonorAIManager
    -Event callbacks for objects and target detection: OnNewTargetDetected, OnTargetNotSeenAnymore, OnTargetVisibleAgain, OnTargetForget, OnNewObjectDetected, OnObjectNotDetectedAnymore

    Improvements:
    -Exposed AnimationEventBasedAttack as graph variable and added to Character inspector
    -Animations import undo handling
    -Animator controller logic improvements
    -Character movement speed takes into account its scale when using root motion
    -Updated all AI graphs
    -Improved distance and melee fighting logic
    -Ragdoll scale automatically set to match Characters scale on creation
    -Automatic pool creation for all poolable objects(effects, projectiles etc), no need to add them manually to PoolManager anymore
    -Updated RVCommonGameLibrary
    -Separated scanning tasks to other graph - this allow for separate control of update frequency of AI logic and expensive targets scanning
    -Exposed 'velocityDeltaSpeed' in CharacterAnimation component - allows for control over how fast are character movement animation transitions
    -Decoupled Character component from CharacterAi component

    Changes:
    -HonorAiManager prefab: no more AudioManager and PoolManager
    -Removed 'no weapon' stats, Character has to have weapon to be able to attack
    -Changed Weapon component name to Attack and ShootingWeapon to ShootingAttack

    Fixes:
    -Import/export animations creates new copies of ClipConfigs instead of referencing same objects
    -Disable LookAt component when AI not enabled
    -Waypoint position fields in inspector have now flexible width
    -Turning off animation events when Character is killed to avoid "AnimationEvent 'EventName' has no receiver" errors

     
  37. Roni92pl

    Roni92pl

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    Hi, we found bug with "Copy settings from" in Character creation wizard, please don't use it until next update.
     
  38. Roni92pl

    Roni92pl

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    Hi, dev update time!

    Next update will be release of 1.0 version, and with that update we're officially out of beta! :D

    Also, 1.0 release will have some features that were originally planned for later versions, and HonorAI is getting even more modular with the introduction of an AiSystems, but more on that later.

    Updated first post to reflect recent progress, most of the stuff is ready, some minor stuff left to do with some final touches so you can expect it to be released pretty soon®.
     
    Last edited: Apr 19, 2021
  39. Roni92pl

    Roni92pl

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    Hi, with this post I wanted to share HonorAI addons development plan:
    as you probably know HonorAI tries not to make any assumptions about your game genre and is what is called 'general purpose' solution.
    For more specific needs we have plans to develop series of addons called 'modules'.
    We believe such approach to development is the best solution mostly because it'll keep base version lean and not overloaded with features you will often not need, it will also help keep it's price low and so you will not pay for features that you don't need.

    With that said here is list of modules ideas and core features they would implement:
    • Action module (WIP)
      advanced combat movement logic, blocking, area attacks etc, suited for action games, action and classic rpgs
    • Shooter module (WIP)
      dynamic obstacles detection, tactical movement, intelligent usage of obstacles for cover, throwable wepons like grenades
    • RPG Module (Planned)
      with things like mana, levels, summons, healing, buffs etc
    • Survival module (Planned)
      with things like hunger etc and more advanced interactions for wildlife, like attacking other neutral AIs for food when starving
    • Flying module (Planned)
      (any name suggestions?) - pretty obvious, something like dragons in skyrim
    • Command module (Planned)
      formations, communication, teams and orders system
    Also updated roadmap to mark features that will be implemented in relevant module.
    Please do let us know what features are the most important for you and which modules you would like to see done first!
     
    Last edited: Apr 21, 2021
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  40. Roni92pl

    Roni92pl

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    Hi!
    HonorAI allows you to override virtually(pun intended :D) any method on Character and other core components of your AIs.
    This is essential feature that allows to change most of default functionality without modifying source.
    But because Character class uses custom inspector with tabs, if you extend this class you will not see any of your additional serialized fields in your class - lets say we created MagicCharacter class inheriting from Character and added "Mana" field - you can still access it via API but what if you want to have it drawed in inspector like all other fields? They won't be drawn by default unless you'll write your own inspector for it which is to say the least not ideal....

    IExposeFieldsInInspector interface to the rescue!

    It's implemented in Character class already, so you just override InspectorExposedFields and provide list as such:


    Effect:


    What if you want to expose some value from custom CharacterAI class or even other component on your AI?
    No problem! You do it the same as with Character class, just implement IExposeFieldsInInspector:


    Now all those fields will be exposed under relevant tabs, as long as this component lives anywhere in your AI hierarchy(can be added on any of children) :



     
  41. Roni92pl

    Roni92pl

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    Refactored this to attributes, now it's much more convenient to use and simpler:



    You can now specify tab under which you want to show, or even be global(drawn above tabs).
    Also added options to when it should be hidden: at play or at edit time.
    To use this feature, like mentioned in previous post, just implement IExposeCharInspectorFields and add attributes to fields you want to expose. You you can even have all serialized fields exposed by default.
     
    Last edited: Apr 23, 2021
  42. SickaGames1

    SickaGames1

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    You do the RPG modules and I'll buy it
     
  43. SickaGames1

    SickaGames1

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    I would suggest a navmeshless solution for a flying module
     
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  44. Roni92pl

    Roni92pl

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    Yeah navmesh doesn't make much sense in flying context, this will require completely custom movement implementation.
     
  45. Roni92pl

    Roni92pl

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    Hello everyone, good news, we just pushed 1.0 update to AssetStore!
    It's definitely the biggest update yet, and will push limits of what is possible with HonorAI and you can also expect a lot of workflow imprevements and new features.
    It's big leap forward for our AI solutions and just the begining of the ultimate set of AI tools!
    With solid foundation of HonorAI 1.0 we can focus more on adding new exciting features and game-ready solutions.

    Here's changelog:
    Features:
    -Custom animation support with API to play them whenever you want
    -Random idle animations
    -Attacks system - each weapon can have multiple attacks with different animations and stats
    -Multiple attacks per weapon
    -Multiple weapons handling - no need to assign weapon anymore, they're referenced automatically using GetComponentsInChildren method
    -Modular features system: single features of Character component are moved into separate components called systems and are referenced in AiSystems component
    -Exposing any serialized field from any component on your AI in Character inspector with CharacterInspectorFieldAttribute

    Improvements:
    -Organization of files and namespaces
    -Centralized all essential settings and information into Character inspector
    -Runtime AI info for Character inspector
    -Scanners layers settings are now added under relevant tabs in Character inspector
    -Weapon/attack range will now take into account target's radius
    -New event: OnGotHit
    -Added shooting ai example to BattleExample scene
    -MovementScanRange variable in AiVariables that defines scan radius for all ScanAndMoveToBestPosition and ScanWalkablePositions tasks
    -All CharacterInspector members made protected so you can modify how your inspector looks and works if needed by inheriting CharacterInspector
    -Updated all graphs
    -DamageEnemyOnly parameter in DamageSystem to handle friendly fire

    Changes:
    -CharacterAnimation now lives on root game object instead of AiComponents
    -No more global damage system, it's now part of modular AiSystems
    -No more "animationEventBasedAttack", now it's handled by new attacks system
     
    Last edited: Jul 12, 2021
    Duffer123 likes this.
  46. Roni92pl

    Roni92pl

    Joined:
    Jun 2, 2015
    Posts:
    396
    Also please make sure to update SmartAI first, and read update notes. Cheers.
     
  47. Artini

    Artini

    Joined:
    Jan 29, 2016
    Posts:
    181
    In the description of the package, you have written that one can create AI agents of animals.
    Could you please explain, how it could be done. Thanks.
     
  48. hrohibil

    hrohibil

    Joined:
    Apr 17, 2021
    Posts:
    280
    Any tutorials on using A* pathfinder project pro with this?

    Awesome asset. Looks so promising..
    For me buying an asset is always a 50/50 deal.
    Meaning I invest in support as well, expecting support is active and responsive in timely manner and lastly listens to their customers feedback.
    So far RV lives up to all of that
     
  49. Gamingbir

    Gamingbir

    Joined:
    Apr 1, 2014
    Posts:
    194
    Hi is this useful for Metroidvania type of 2D game? I am asking since I have spent too many hours before learning assets to find it was not useful. Thanks!
     
  50. Roni92pl

    Roni92pl

    Joined:
    Jun 2, 2015
    Posts:
    396
    Hi, just follow available tutorials for HonorAI, it doesn't matter if it's animal. Just don't use root motion for non-humanoids.

    No A* tutorials, but you can implement it no problem, just look in code how IMovement is implemented, and do your own implementation.

    It's hard to tell. Some modules can be helpful but default implementation if using Unity's 3d navmesh movement so I guess movement won't work out of the box, but if you're wiling to implement your own movement then it should work just fine.