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ICode (AI For Mecanim 2.0)

Discussion in 'Assets and Asset Store' started by DevionGames, Dec 18, 2013.

  1. 99thmonkey

    99thmonkey

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    Since I'm not familiar with using Unity navigation (I use Astar), can this AI determine if they are standing on a Bridge above the Player and therefore need to pathfind down to where the player is located via whatever the mesh tells it. Also, can this work with Astar?
     
  2. DevionGames

    DevionGames

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    Yes, and yes in version 1.2b which is already submitted to the asset store, but waiting for approval, it supports AStar from http://arongranberg.com/astar/
     
  3. 99thmonkey

    99thmonkey

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    Cool. I think that's all the questions I have for now. I did watch your video and this looks like a nice system that is super easy to implement. I can also see room for it to grow, which sounds like you are open to doing. Like I said a big add on for me is the "off mesh" stuff for Birds/Bees/Fish/Swimming/... I could see those Ratkins you have swimming through the water to a sewer hideout and so on.
     
  4. John-G

    John-G

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    Hi just purchased, couldn't resist that unbelievable sale price - mind blowing for such an asset as this. Anyone left sitting on the fence, just buy it, best 10 dollars you'll ever spend.

    Have a request, I see you included A* navmesh support. Would like to request Dynamic Navigation also :)

    Also interested if possible to add support for flying Ai states, for example dragons that would can fly over ground based obstructions etc.
     
  5. KidSicarus

    KidSicarus

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    How much effort is involved in using this asset in a 2D platformer? Much scripting?

    Thank you.
     
  6. treshold

    treshold

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    What a insane sale :D almost missed it, I have Zeranos awesome RPG Kit 2.0 already which may have this later as addon but I like to support great devs anyways :)

    EDIT oh it's because of asset store madness sale which is still on next 11 days :D
     
    Last edited: Feb 3, 2014
  7. Centripetal

    Centripetal

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    Is there code example of using the Mecanim AI System with the A* Pathfinding Project? Looking at the code it looks like I'd need to create a custom state. The original post states it supports the A* Pathfinding Project, but I did not find any examples or code for it.
     
  8. Venged

    Venged

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    Zerano - I just bought this kit. Like all your kits, it is awesome!!!!

    Your kits will help me with my game and they are also educational!

    Thanks for the Unity asset store sale!!

    Thanks bro!
     
  9. 99thmonkey

    99thmonkey

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    I just saw that you have a video talking about Custom Conditions and you are tracking Health and Death. Do you not already have this built in? It looked like you did on the UFPS demo.

    Also, any chance of making this work easily with PlayMaker?
     
  10. thedreamer

    thedreamer

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    Thank you for your answer If this AI System is useful for RTS GAME I satisfied with this asset

    I make mobile games so Performance is very very important
    However, it seems like a little heavy.. (Am I wrong?)
    Improving performance is important for me
    This is what I expect..

    But suddenly, I was wondering about "potential"
    I thought this product is only for action game's enemy AI or NPC and so on

    now I have changed my thinking

    Mecanim AI System looks like Playmaker
    Playmaker has been endlessly extended

    I think that Mecanim AI can be playmaker in the AI System
    of course this is for AI..

    I have question about Mecanim AI's potential
    do you know sims? The Sims is the most complex game

    if you make game like sims.. do you think mecanim AI is good choice?
    I know that Sims AI is very very difficult~~
    if it's possible This product is really amazing, many people will change their thinking

    I would like to know about Mecanim AI' s potential
    if possible I want to see Mecanim AI to be used in simulation game(Sims, Farming, RTS, Sports game, adventure.........)

    I look forward to other than combat
     
    Last edited: Feb 4, 2014
  11. DevionGames

    DevionGames

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    Hello, i already submitted the update to the asset store, it just needs to be accepted by unity, which may take up to a week. In the new update i have 2 new states for the AStar support and also the demo for UFPS( requires UFPS)

    In the next update player health / dead is included, it just needs to be accepted by unity. I have not played arround with PlayMaker, but since so many people want it to work with PlayMaker i will take a look into it.

    Support forum is also in progress, with a search functionality.
     
  12. marcipw

    marcipw

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    Got it!
    What a bargain!

    Thank you very much for the amazing discount
     
  13. tequyla

    tequyla

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    Hi Zerano,

    bought for support u.

    +++
     
  14. paulojsam

    paulojsam

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    i have installed the package in a new project, clicked install examples than after instalation it gave me a ton of errors in the console:
    typeTree.m_Children.front ().m_Type != SerializeTraits<SInt32>::GetTypeString (NULL)

    what i have made wrong?
     
  15. DevionGames

    DevionGames

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    Do you used it in a lower unity version then 4.3.3?
     
  16. paulojsam

    paulojsam

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    yes im am sorry :S
     
  17. DevionGames

    DevionGames

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    Here is a small demo i put together in 2 days using the ai system. Lea is the helper npc, you need to click on her to make her your friend and fight for you.

    Demo 54mb





     
  18. RyuuzakiBjorn

    RyuuzakiBjorn

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    Our project on Kickstarter uses Mecanim AI!
    The alpha is very barebones but you can check it out for yourself on the page: http://kck.st/1i5jonC

    $vlc 2014-02-04 20-11-15-83.png $vlc 2014-02-04 20-30-26-62.png $vlc 2014-02-04 20-30-58-93.png
     
  19. TopThreat

    TopThreat

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    I am having interactivity issues when using this alongside MecanimEventSytem. I am not sure which is causing the problem but I think a lot of people have that other plugin as well. What will break when I change the file State to State1 so that my other plugin still works (this makes the errors go away but I am not sure what it breaks in your system)?
     
  20. DevionGames

    DevionGames

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    Hi, namespaces are already on my todo list so it will solve the problem.
     
  21. DevionGames

    DevionGames

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  22. MarkBenitez

    MarkBenitez

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    Does this require pro?

    and just so its clear, is this a full ai system?
     
  23. DevionGames

    DevionGames

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    IK Stuff requires unity pro, everything else should work in unity free. I can not answer if this is a full ai system, i do not think so, each game is diffrent and mostly each game has diffrent ai. However you can extend it or request a state, action or condition and i will see what i can do.
     
  24. MarkBenitez

    MarkBenitez

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    Is it possible to get ai to climb up and down ladders and jump across gaps?

    How would i set up pathfinding? Would i have to use something like rain or A*?
     
  25. DevionGames

    DevionGames

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    At the moment it is not possible.
    You can use unitys navmesh or A* by arongranberg(in version 1.2b)
     
  26. DevionGames

    DevionGames

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    I modified the 3d demo and created a small 2.5d demo.

    2.5d Demo

     
  27. 99thmonkey

    99thmonkey

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    These demos are really cool.
     
  28. 99thmonkey

    99thmonkey

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    FYI - You can jump on top of the Orc and he doesn't know what to do.
     
  29. Tonmeister.

    Tonmeister.

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    Hi Zerano,
    in your 2.5d demo can you tell me how you are able to restrict the Ai to sideways movements. are you using rigid body to constrain (z) movement, or is there something else you are doing? My ai is constantly sliding off the navmesh when i run into them and they never make it back on the mesh.

    Also is it possible to include an example of this in your next update?

    thanks
     
  30. AwkwardScience

    AwkwardScience

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    Hi Zerano,

    This all looks great for a total noob such as myself, but I just have a couple of quick (I think!) questions, which may be blindingly obvious.

    Would this be applicable to a basic sports game? I'd imagine it'd be the same thing : 'attack' vs 'tackle' etc. applied to a dozen or so 'enemies'.

    Will the IK stuff work with 'Final IK' (which is an asset usable without unity pro)?

    I'm really impressed your response rate on this forum, by the way.

    Cheers.
     
  31. DevionGames

    DevionGames

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    In both demos there are some extra scripts that i will include in the next update with an example scene for each of them.

    I do not know if it is a good choice to use it in sport games, i would simply try it out. I have not checked out Final IK yet, so i do not know, i will try to contact the developer to get a development copy and try to create actions for it.
     
  32. DevionGames

    DevionGames

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    Yes, i will work on it.
     
  33. thedreamer

    thedreamer

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    I think This Mecanim AI is useful for "autobattle"

    Multiple units perform the Autobattle

    but Each unit is different AI

    fighter(tanker, ranger) class Rush toward the enemy

    Wizard class Cast a spell on the rear

    Knight Find and fight the boss

    Dragon Fry and fight the enemy

    Cleric class Escape from Enemy and enchant characters..

    There will be another units which act differently

    if you make this Autobattle asset, I must buy this Autobattle asset
     
    Last edited: Feb 5, 2014
  34. virror

    virror

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    thedreamer: You have to do something yourself, he cant do all the work for you : p

    Zerano. Seems like an awesome product and picked it up on the sale now.
    Do you plan on supporting multiple groups? Like 1 can attack 2, 3 can attack 1 and 2 wont attack anyone or similar scenarios?
     
  35. DevionGames

    DevionGames

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    This is already possible, however i want to expand this to make an easier setup. This was already requested a few pages before, so i realy hope to finish the support forums soon, so you can search for those things :D
     
  36. thedreamer

    thedreamer

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    @virror
    I don't know what to say
    I bought a RPG kit 2.0 This will be included in RPG KIT 2.0 But I bought a Mecanim AI
    I think this product is good

    Many products were initially good.. Later became a great product

    It is thanks to the feedback
    There are a variety of feedback

    consumer can give some feedback and developer can take some feedback
    There are many feedback here .. Consumers can say and developer can select

    I think This is such a place.. i did not compel. I am just saying my ideas

    Playmaker have a number of plug-in .. I think Mecanim AI can do so

    Recently, this has been an important element of the game
    in the future there will be a lot of people who want Auto-battle
    So it requires a plug-in for Auto-battle. If someone made I must buy this plug-in
    Of course my personal opinion. But I can say opinion.
     
    Last edited: Feb 5, 2014
  37. virror

    virror

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    Sorry Zerano, i saw that request but i did not read anything about that you included it and nothing in the docs about it as well so i did not think it was included : )
     
  38. DevionGames

    DevionGames

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    Improved it, you can check it out if you would like on first page.
     
  39. virror

    virror

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    Is the only way to set a target is by using the SetTarget with a tag? Will it always choose the target thats closest?
    What if i want to selectively choose a target, then i can make my own script doing that somehow?
     
  40. DevionGames

    DevionGames

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    Yes, you can create a custom action, derived from CustomAction and do the stuff there and then just use it in the IEnumurator action list.
     
    Last edited: Feb 5, 2014
  41. domx

    domx

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    Hi, good effort in developing an integrated AI solution for Unity. Tell me though - is the underlying structure an actual behaviour tree (you've called the resulting structures "behaviour trees" in one of the descriptions) or is that simply a fsm based system (which is my guess, judging from the bidirectional connections between states, but of course it might just be a visualisation model) ?
     
  42. inthemilkywat

    inthemilkywat

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    Is this included in RPG Kit lite version?
     
  43. DevionGames

    DevionGames

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    It is a fsm based system, sorry for the misleading description.

    At the moment it is not included, but it will be part of it in version 2.1.
     
  44. Overdroid

    Overdroid

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    Do you need the Pro version of unity to use this or will it work with the free version?
     
  45. DevionGames

    DevionGames

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    The IK stuff and in the next update availible support for OffMeshLinks would require unity pro, the rest should work in unity free.
     
  46. Tonmeister.

    Tonmeister.

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    HI Zerano,
    i was playing around with the patrol example and for my Ai, I'm using the ranged attack to which i added the patrol state to. To move into the patrol state from idle I gave a distance condition of the player > 15 and to move back to the idle from patrol, a distance condition < 15. The patrol route consists of only 2 pts and I'm finding my Ai doesn't move from point A to point B and back, instead it reaches point B and hovers over it as if it hasn't reached it.

    how do you get the ai to cycle through points like in your demo? Is there like a pingpong radio button i need to check or something?

    thanks
     
  47. DevionGames

    DevionGames

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    Hi, please play arround with the Threshold property in the patrol state, it seems like the distance between the point and your agent is bigger then the Threshold value in the state and so it can not reach the point.
     
  48. Mikie

    Mikie

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    Does Mecanim AI work with 4.2.2? I like the price.
     
  49. thedreamer

    thedreamer

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    During the game. is it possible to change AIRuntime Controller ?
    Situation A is AIRuntime Controller if Situation is changed AIRuntime Controller is replaced by other controller
     
    Last edited: Feb 6, 2014
  50. DevionGames

    DevionGames

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    hello, you can not simply downgrade a project. In theory it should work, but you would need to downgrade by yourself.

    You mean the AIController not the AIRuntimeController, at the moment it is not possible, but i see a use for it, so i will implement it. I do not know if i am going to just write a replace method or if you can setup a sub AIController at the moment.