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ICode (AI For Mecanim 2.0)

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

  1. thedreamer

    thedreamer

    Joined:
    May 13, 2013
    Posts:
    226
    I mean AIController If the game scene is changed, NPC chanaged AIContrller

    Zerano , Although I might know the wrong way.. I too overly say

    this product is not only for Enemy AI(This Product has the potential to be more than think)

    TO me Mecanim AI System is FSM tool (or Visual Scripting ) like Playmaker

    It is easier and faster than any other Visual Scripting tool

    It started as a very good design and concept

    Of course, now it is important to focus on AI system

    In the long run. These products are expected to expand to Visual Script
     
    Last edited: Feb 7, 2014
  2. SuperNewbee

    SuperNewbee

    Joined:
    Jun 2, 2012
    Posts:
    196
    I noticed there was an update with UFPS integration. Are there any plans to support Realistic FPS prefab as well? Thanks
     
  3. Ruthra

    Ruthra

    Joined:
    Feb 3, 2013
    Posts:
    12
    Hello, I have an issue with your asset, immediately after importing it, I am getting this error :

    Assets/AI System/Scripts/Editor/ReorderableList.cs(150,26): error CS0120: An object reference is required to access non-static member `object.GetType()'

    (and the same error at line 262 in the same script).

    I use unity free 4.3.3f1 .

    I'm using DF gui and Unity Serializer in the same project if it matters.

    If you need I can provide more details. Thanks
     
  4. Mikie

    Mikie

    Joined:
    Dec 27, 2011
    Posts:
    367
    Your movie does not follow your latest version. Don't see any actions.
     
  5. kotor

    kotor

    Joined:
    Dec 3, 2013
    Posts:
    140
    Zerano,

    I have bought your product again for $10. I have bought this product before from your store directly, now I have bought it through the asset store so that I can get the updates as it is available and because of your awesome support.
     
  6. Jenovah

    Jenovah

    Joined:
    Dec 9, 2011
    Posts:
    14
    thinking of downloading this from the sale, does this work at all without a nav mesh? Perhaps for a space scene with no ground plane?

    Any help would be appreciated.

    Thanks.
     
  7. Antigono

    Antigono

    Joined:
    Oct 20, 2013
    Posts:
    63
    Hello how are you? I'm just starting to use this package.
    For now I want to ask a question. Do you know if it is possible to make enemies / any character, will safeguard or take cover at any given situation.
    For example, to shoot from a safe position or to simply hide.

    I am not sure how define those "safe" places where they can hide.

    sorry for my English, thank you.
     
  8. shotoutgames

    shotoutgames

    Joined:
    Dec 29, 2013
    Posts:
    283
    Forgive the newbie question but anyway to use this with my Unity new 2D project (Sprites?)
     
  9. iKonrad

    iKonrad

    Joined:
    Jun 23, 2013
    Posts:
    179
    I've got a question (hopefully all those questions don't overwhelm you, but that's the price you need to pay for releasing a great plugin:) )
    Does the plugin work with legacy animations? Or is there any workaround to use them? (Along with mecanim controller, which I assume is mandatory for a proper work of the AI).
     
    Last edited: Feb 8, 2014
  10. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    Hello, you can add actions to the IEnumurator where you can use WaitForSeconds to delay your actions or in Update, where you actions will run in update.

    At the moment this is not possible out of the box, however you could write custom states derived from State, those states will be added to the menu in the editor automaticly.


    Currently there is no a built in solution to interact with the "World", i will check what i can do.


    At the moment the ai is just for a 3d world with a NavMesh or AStar pathfinding, but an optimized solution for 2.5D and 2D is on my todo list.

    Hello, i am sorry the ai only works with mecanim animations, i also do not see a reason why not to use mecanim. Even if your models are not mecanim ready you can always use the generic rig type and use mecanim with it.
     
  11. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    Maybe in the future but this has not realy a top preority.
     
  12. Farad77

    Farad77

    Joined:
    Jan 24, 2014
    Posts:
    2
    Hi Zerano,
    I want to use mecanim with the new A* feature, how does the A*WalkState work? I looked at the source code and try to play with the Range value with no luck, i try to make a random walk behaviour but can't figure out where to set the walkPosition.
    By the way i manage to use mecanim AI without navmesh using the A*FollowState and A* grid system for pathfinding, works like a charm!

    Thanks for your great work,

    edit:Ok!My bad, speed was 0, setting it to 1 seems to do the trick!
     
    Last edited: Feb 8, 2014
  13. iKonrad

    iKonrad

    Joined:
    Jun 23, 2013
    Posts:
    179
    That's okay, seems that I need to finally move my anims to Mecanim. :)
    I've got another question. In the GetHit scene, Player has a script with a method "SendDamage". Where is this method called from? I cannot find any place triggering this method.

    Also, whenever I'm setting a value through SetFloat (both Update and IEnumerate) it does not set it immediately but smoothly changes the value from previous to the one typed in the text box. How to change the speed so the character stops immediately?
    Thanks!
     
    Last edited: Feb 8, 2014
  14. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    12,918
    Are the demo assets for commercial use as well ?

    I bought Ratkins army a while back, but is interesting to know anyway
     
  15. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624

    SendDamage is called from the animation event on the attack animation. You could use CrossFade with the parameter 0, in the future i will add the parameter dampTime for SetFoat so you can configurate it.

    Yes you can use them for commercial.
     
  16. Also

    Also

    Joined:
    Jul 17, 2013
    Posts:
    16
    Hi, I'm having some trouble with a custom action, my action class looks something like this:

    using UnityEngine;
    using System.Collections;

    [System.Serializable]
    public class MyCustomAction : CustomAction {
    public GameObject prefab;
    private MyClass go;
    public override IEnumerator Execute(AIRuntimeController controller,Animator animator, State state){
    go = GameObject.Instantiate(prefab,controller.transform.position,Quaternion.identity) as MyClass;
    go.IntProperty1 = 0;
    yield return null;
    }
    }

    But I'm getting an error on runtime when trying to access the property of my instantiated GameObject:

    NullReferenceException: Object reference not set to an instance of an object
    MyCustomAction+<Execute>c__Iterator1.MoveNext () ...

    How can i fix this? I need the custom action to instantiate an object and then set some values.

    Thanks!
     
    Last edited: Feb 9, 2014
  17. TheNorthridge

    TheNorthridge

    Joined:
    Jan 4, 2012
    Posts:
    193
    Hey Zerano,

    Great job on the AI kit, works really well :)

    Do you think you will add support for Realistic FPS Prefab like you did with UFPS?

    Keep up the good work!

    -Sean
     
  18. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    Do you added the prefab to your custom action?
     
  19. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    In version 1.4 or 1.5 not earlier sorry.
     
  20. Also

    Also

    Joined:
    Jul 17, 2013
    Posts:
    16
    Yes, and it instantiates it during runtime, but it fails to access the property and set the initial direction (it's a fireball spell)

    EDIT: I solved it by declaring the prefab as a MyClass object directly. Now it's working fine, thanks!
     
    Last edited: Feb 11, 2014
  21. BuzzBang

    BuzzBang

    Joined:
    Feb 11, 2014
    Posts:
    2
    Hi,

    When I bake the NavMesh it's rotated 90 degrees when I hit play. Looks fine in the editor though. Any ideas anyone?

    Cheers

    Rob
     
  22. BuildABurgerBurg

    BuildABurgerBurg

    Joined:
    Nov 5, 2012
    Posts:
    566
    This is just super awesome!!

    :)
     
  23. Doompanther

    Doompanther

    Joined:
    Aug 11, 2012
    Posts:
    24
    I recently installed the Mecanim AI System and played around with it for a bit.

    Now that project crashes unity whenever the editor is loaded. I've been able to replicate this issue by just creating a new project, installing ONLY the Mecanim AI System, unpack the examples folder, create an AI, open the AI window thing, save, reload and crash.

    I'm using Unity version 4.3.3f1

    Any ideas?

    Here's the editor log:

    Code (csharp):
    1.  
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    11.     G:/Unity Projects/REBORN 2-10-14
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    13.     Loading Asset Database ...  0.026191 seconds
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    16.     GfxDevice: creating device client; threaded=1
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    136.    Validating Project structure ... Platform assembly: G:\Unity4\Editor\Data\Mono\lib\mono\2.0\Mono.Security.dll (this message is harmless)
    137.    0.032802 seconds.
    138.    Refresh, detecting if any assets need to be imported or removed ... 0.059002 seconds
    139.    
    140.    ----- Total AssetImport time: 0.023155s, Asset Import: 0.000000s, CacheServerIntegrate: 0.000000s, CacheServer Download: 0.000000s [0 B, -1.#IND00 mb/s], CacheServer Hashing: 0.000000s [0 B, -1.#IND00 mb/s]
    141.    
    142.    Platform assembly: G:\Unity4\Editor\Data\Mono\lib\mono\2.0\System.Data.dll (this message is harmless)
    143.    Platform assembly: G:\Unity4\Editor\Data\Mono\lib\mono\2.0\System.Xml.Linq.dll (this message is harmless)
    144.    Crash!!!
    145.    SymInit: Symbol-SearchPath: 'G:/Unity4/Editor/Data/MonoEmbedRuntime;.;G:\Unity Projects\REBORN 2-10-14;G:\Unity4\Editor;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'Michael'
    146.     OS-Version: 6.2.9200 () 0x300-0x1
    147.     G:\Unity4\Editor\Unity.exe:Unity.exe (00400000), size: 30662656 (result: 0), SymType: 'PDB', PDB: 'G:\Unity4\Editor\Unity.exe', fileVersion: 4.3.3.30826
    148.     C:\WINDOWS\SYSTEM32\ntdll.dll:ntdll.dll (775C0000), size: 1474560 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\ntdll.dll', fileVersion: 6.3.9600.16408
    149.     C:\WINDOWS\SYSTEM32\KERNEL32.DLL:KERNEL32.DLL (77370000), size: 1310720 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\KERNEL32.DLL', fileVersion: 6.3.9600.16441
    150.     C:\WINDOWS\SYSTEM32\KERNELBASE.dll:KERNELBASE.dll (772A0000), size: 847872 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\KERNELBASE.dll', fileVersion: 6.3.9600.16408
    151.     G:\Unity4\Editor\beast32.dll:beast32.dll (10000000), size: 1839104 (result: 0), SymType: '-exported-', PDB: 'G:\Unity4\Editor\beast32.dll', fileVersion: 1.0.48276.0
    152.     G:\Unity4\Editor\FreeImage.dll:FreeImage.dll (023B0000), size: 2260992 (result: 0), SymType: '-exported-', PDB: 'G:\Unity4\Editor\FreeImage.dll', fileVersion: 3.11.0.0
    153.     G:\Unity4\Editor\libmp3lame.DLL:libmp3lame.DLL (68630000), size: 589824 (result: 0), SymType: '-exported-', PDB: 'G:\Unity4\Editor\libmp3lame.DLL', fileVersion: 3.98.2.4
    154.     C:\WINDOWS\SYSTEM32\ole32.dll:ole32.dll (76B60000), size: 1093632 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\ole32.dll', fileVersion: 6.3.9600.16408
    155.     C:\WINDOWS\SYSTEM32\WS2_32.dll:WS2_32.dll (768A0000), size: 315392 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\WS2_32.dll', fileVersion: 6.3.9600.16384
    156.     C:\WINDOWS\SYSTEM32\HID.DLL:HID.DLL (6AB30000), size: 40960 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\HID.DLL', fileVersion: 6.3.9600.16384
    157.     G:\Unity4\Editor\umbraoptimizer32.dll:umbraoptimizer32.dll (68570000), size: 761856 (result: 0), SymType: '-exported-', PDB: 'G:\Unity4\Editor\umbraoptimizer32.dll'
    158.     C:\WINDOWS\SYSTEM32\COMDLG32.dll:COMDLG32.dll (76A40000), size: 552960 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\COMDLG32.dll', fileVersion: 6.3.9600.16438
    159.     C:\WINDOWS\SYSTEM32\USER32.dll:USER32.dll (768F0000), size: 1372160 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\USER32.dll', fileVersion: 6.3.9600.16441
    160.     C:\WINDOWS\SYSTEM32\GDI32.dll:GDI32.dll (750B0000), size: 1081344 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\GDI32.dll', fileVersion: 6.3.9600.16421
    161.     C:\WINDOWS\SYSTEM32\ADVAPI32.dll:ADVAPI32.dll (755A0000), size: 487424 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\ADVAPI32.dll', fileVersion: 6.3.9600.16384
    162.     C:\WINDOWS\SYSTEM32\CRYPT32.dll:CRYPT32.dll (75390000), size: 1568768 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\CRYPT32.dll', fileVersion: 6.3.9600.16431
    163.     C:\WINDOWS\SYSTEM32\SHELL32.dll:SHELL32.dll (756C0000), size: 18493440 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\SHELL32.dll', fileVersion: 6.3.9600.16474
    164.     C:\WINDOWS\SYSTEM32\SHLWAPI.dll:SHLWAPI.dll (75010000), size: 266240 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\SHLWAPI.dll', fileVersion: 6.3.9600.16384
    165.     C:\WINDOWS\SYSTEM32\VERSION.dll:VERSION.dll (74F70000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\VERSION.dll', fileVersion: 6.3.9600.16384
    166.     C:\WINDOWS\SYSTEM32\OPENGL32.dll:OPENGL32.dll (6D270000), size: 868352 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\OPENGL32.dll', fileVersion: 6.3.9600.16384
    167.     C:\WINDOWS\SYSTEM32\WINMM.dll:WINMM.dll (748D0000), size: 131072 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\WINMM.dll', fileVersion: 6.3.9600.16384
    168.     G:\Unity4\Editor\LIBPQ.dll:LIBPQ.dll (00370000), size: 184320 (result: 0), SymType: '-exported-', PDB: 'G:\Unity4\Editor\LIBPQ.dll', fileVersion: 8.3.1.8075
    169.     C:\WINDOWS\SYSTEM32\OLEAUT32.dll:OLEAUT32.dll (76AD0000), size: 552960 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\OLEAUT32.dll', fileVersion: 6.3.9600.16451
    170.     C:\WINDOWS\SYSTEM32\PSAPI.DLL:PSAPI.DLL (77240000), size: 24576 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\PSAPI.DLL', fileVersion: 6.3.9600.16384
    171.     C:\WINDOWS\SYSTEM32\MSACM32.dll:MSACM32.dll (6AEE0000), size: 86016 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\MSACM32.dll', fileVersion: 6.3.9600.16384
    172.     C:\WINDOWS\SYSTEM32\IMM32.dll:IMM32.dll (76870000), size: 151552 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\IMM32.dll', fileVersion: 6.3.9600.16384
    173.     C:\WINDOWS\SYSTEM32\IPHLPAPI.DLL:IPHLPAPI.DLL (73FC0000), size: 122880 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\IPHLPAPI.DLL', fileVersion: 6.3.9600.16384
    174.     G:\Unity4\Editor\WebKit.dll:WebKit.dll (66FF0000), size: 22495232 (result: 0), SymType: '-exported-', PDB: 'G:\Unity4\Editor\WebKit.dll', fileVersion: 5.33.0.0
    175.     G:\Unity4\Editor\JavaScriptCore.dll:JavaScriptCore.dll (660D0000), size: 15826944 (result: 0), SymType: '-exported-', PDB: 'G:\Unity4\Editor\JavaScriptCore.dll', fileVersion: 5.33.0.0
    176.     C:\WINDOWS\SYSTEM32\DNSAPI.dll:DNSAPI.dll (73C40000), size: 507904 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\DNSAPI.dll', fileVersion: 6.3.9600.16423
    177.     C:\WINDOWS\SYSTEM32\WINHTTP.dll:WINHTTP.dll (73D60000), size: 606208 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\WINHTTP.dll', fileVersion: 6.3.9600.16384
    178.     C:\WINDOWS\SYSTEM32\RPCRT4.dll:RPCRT4.dll (76E10000), size: 724992 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\RPCRT4.dll', fileVersion: 6.3.9600.16384
    179.     C:\WINDOWS\SYSTEM32\combase.dll:combase.dll (76C80000), size: 1368064 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\combase.dll', fileVersion: 6.3.9600.16476
    180.     C:\WINDOWS\SYSTEM32\msvcrt.dll:msvcrt.dll (77180000), size: 778240 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\msvcrt.dll', fileVersion: 7.0.9600.16384
    181.     C:\WINDOWS\SYSTEM32\sechost.dll:sechost.dll (77250000), size: 253952 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\sechost.dll', fileVersion: 6.3.9600.16384
    182.     C:\WINDOWS\SYSTEM32\NSI.dll:NSI.dll (76C70000), size: 28672 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\NSI.dll', fileVersion: 6.3.9600.16384
    183.     C:\WINDOWS\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.9600.16384_none_a9f4965301334e09\COMCTL32.dll:COMCTL32.dll (6E500000), size: 1986560 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.9600.16384_none_a9f4965301334e09\COMCTL32.dll', fileVersion: 6.10.9600.16384
    184.     C:\WINDOWS\SYSTEM32\MSASN1.dll:MSASN1.dll (756B0000), size: 57344 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\MSASN1.dll', fileVersion: 6.3.9600.16384
    185.     C:\WINDOWS\SYSTEM32\GLU32.dll:GLU32.dll (6D240000), size: 147456 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\GLU32.dll', fileVersion: 6.3.9600.16384
    186.     C:\WINDOWS\SYSTEM32\DDRAW.dll:DDRAW.dll (6D150000), size: 946176 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\DDRAW.dll', fileVersion: 6.3.9600.16384
    187.     C:\WINDOWS\SYSTEM32\WINMMBASE.dll:WINMMBASE.dll (748B0000), size: 131072 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\WINMMBASE.dll', fileVersion: 6.3.9600.16384
    188.     G:\Unity4\Editor\SSLEAY32.dll:SSLEAY32.dll (003B0000), size: 196608 (result: 0), SymType: '-exported-', PDB: 'G:\Unity4\Editor\SSLEAY32.dll', fileVersion: 0.9.8.5
    189.     G:\Unity4\Editor\LIBEAY32.dll:LIBEAY32.dll (02140000), size: 1052672 (result: 0), SymType: '-exported-', PDB: 'G:\Unity4\Editor\LIBEAY32.dll', fileVersion: 0.9.8.5
    190.     G:\Unity4\Editor\libintl3.dll:libintl3.dll (60E40000), size: 118784 (result: 0), SymType: '-exported-', PDB: 'G:\Unity4\Editor\libintl3.dll', fileVersion: 0.14.4.1952
    191.     G:\Unity4\Editor\krb5_32.dll:krb5_32.dll (1C000000), size: 602112 (result: 0), SymType: '-exported-', PDB: 'G:\Unity4\Editor\krb5_32.dll', fileVersion: 1.6.2.13
    192.     G:\Unity4\Editor\comerr32.dll:comerr32.dll (003E0000), size: 28672 (result: 0), SymType: '-exported-', PDB: 'G:\Unity4\Editor\comerr32.dll', fileVersion: 1.6.2.13
    193.     G:\Unity4\Editor\gssapi32.dll:gssapi32.dll (02250000), size: 139264 (result: 0), SymType: '-exported-', PDB: 'G:\Unity4\Editor\gssapi32.dll', fileVersion: 1.6.2.13
    194.     C:\WINDOWS\SYSTEM32\WSOCK32.dll:WSOCK32.dll (748F0000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\WSOCK32.dll', fileVersion: 6.3.9600.16384
    195.     C:\WINDOWS\SYSTEM32\Secur32.dll:Secur32.dll (6F560000), size: 36864 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\Secur32.dll', fileVersion: 6.3.9600.16384
    196.     C:\WINDOWS\SYSTEM32\WLDAP32.dll:WLDAP32.dll (75060000), size: 307200 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\WLDAP32.dll', fileVersion: 6.3.9600.16384
    197.     C:\WINDOWS\WinSxS\x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.8428_none_d08a11e2442dc25d\MSVCR80.dll:MSVCR80.dll (74CC0000), size: 634880 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\WinSxS\x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.8428_none_d08a11e2442dc25d\MSVCR80.dll', fileVersion: 8.0.50727.8428
    198.     C:\WINDOWS\SYSTEM32\MSCTF.dll:MSCTF.dll (76ED0000), size: 1011712 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\MSCTF.dll', fileVersion: 6.3.9600.16418
    199.     C:\WINDOWS\SYSTEM32\WINNSI.DLL:WINNSI.DLL (73E00000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\WINNSI.DLL', fileVersion: 6.3.9600.16384
    200.     G:\Unity4\Editor\CFLite.dll:CFLite.dll (025E0000), size: 15699968 (result: 0), SymType: '-exported-', PDB: 'G:\Unity4\Editor\CFLite.dll'
    201.     G:\Unity4\Editor\libcurl.dll:libcurl.dll (034E0000), size: 356352 (result: 0), SymType: '-exported-', PDB: 'G:\Unity4\Editor\libcurl.dll', fileVersion: 7.21.0.0
    202.     G:\Unity4\Editor\cairo.dll:cairo.dll (03540000), size: 950272 (result: 0), SymType: '-exported-', PDB: 'G:\Unity4\Editor\cairo.dll'
    203.     G:\Unity4\Editor\libxml2.dll:libxml2.dll (03630000), size: 1003520 (result: 0), SymType: '-exported-', PDB: 'G:\Unity4\Editor\libxml2.dll'
    204.     G:\Unity4\Editor\pthreadVC2.dll:pthreadVC2.dll (02290000), size: 86016 (result: 0), SymType: '-exported-', PDB: 'G:\Unity4\Editor\pthreadVC2.dll', fileVersion: 2.8.0.0
    205.     C:\WINDOWS\SYSTEM32\SspiCli.dll:SspiCli.dll (74FF0000), size: 118784 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\SspiCli.dll', fileVersion: 6.3.9600.16408
    206.     C:\WINDOWS\SYSTEM32\DCIMAN32.dll:DCIMAN32.dll (6EE10000), size: 28672 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\DCIMAN32.dll', fileVersion: 6.3.9600.16384
    207.     C:\WINDOWS\SYSTEM32\cfgmgr32.dll:cfgmgr32.dll (774B0000), size: 237568 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\cfgmgr32.dll', fileVersion: 6.3.9600.16384
    208.     C:\WINDOWS\SYSTEM32\DEVOBJ.dll:DEVOBJ.dll (74EF0000), size: 126976 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\DEVOBJ.dll', fileVersion: 6.3.9600.16384
    209.     G:\Unity4\Editor\MSVCR71.dll:MSVCR71.dll (7C340000), size: 352256 (result: 0), SymType: '-exported-', PDB: 'G:\Unity4\Editor\MSVCR71.dll', fileVersion: 7.10.3052.4
    210.     G:\Unity4\Editor\libiconv2.dll:libiconv2.dll (03730000), size: 917504 (result: 0), SymType: '-exported-', PDB: 'G:\Unity4\Editor\libiconv2.dll', fileVersion: 1.9.2.1519
    211.     G:\Unity4\Editor\k5sprt32.dll:k5sprt32.dll (03810000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'G:\Unity4\Editor\k5sprt32.dll', fileVersion: 1.6.2.13
    212.     C:\WINDOWS\SYSTEM32\MSIMG32.dll:MSIMG32.dll (72CD0000), size: 24576 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\MSIMG32.dll', fileVersion: 6.3.9600.16384
    213.     G:\Unity4\Editor\iconv.dll:iconv.dll (03830000), size: 888832 (result: 0), SymType: '-exported-', PDB: 'G:\Unity4\Editor\iconv.dll', fileVersion: 1.9.0.0
    214.     G:\Unity4\Editor\zlib1.dll:zlib1.dll (62E80000), size: 126976 (result: 0), SymType: '-exported-', PDB: 'G:\Unity4\Editor\zlib1.dll', fileVersion: 1.2.5.0
    215.     C:\WINDOWS\SYSTEM32\CRYPTBASE.dll:CRYPTBASE.dll (74FE0000), size: 36864 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\CRYPTBASE.dll', fileVersion: 6.3.9600.16384
    216.     C:\WINDOWS\SYSTEM32\SHCORE.DLL:SHCORE.DLL (74830000), size: 487424 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\SHCORE.DLL', fileVersion: 6.3.9600.16384
    217.     C:\WINDOWS\SYSTEM32\bcryptPrimitives.dll:bcryptPrimitives.dll (74F80000), size: 331776 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\bcryptPrimitives.dll', fileVersion: 6.3.9600.16384
    218.     C:\WINDOWS\SYSTEM32\kernel.appcore.dll:kernel.appcore.dll (73B90000), size: 36864 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\kernel.appcore.dll', fileVersion: 6.3.9600.16384
    219.     C:\WINDOWS\system32\uxtheme.dll:uxtheme.dll (73AB0000), size: 901120 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\uxtheme.dll', fileVersion: 6.3.9600.16384
    220.     C:\WINDOWS\SYSTEM32\profapi.dll:profapi.dll (74820000), size: 57344 (result: 0), SymType: '-nosymbols-', PDB: 'C:\WINDOWS\SYSTEM32\profapi.dll', fileVersion: 6.3.9600.16384
    221.     C:\WINDOWS\SYSTEM32\clbcatq.dll:clbcatq.dll (751C0000), size: 512000 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\clbcatq.dll', fileVersion: 2001.12.10530.16384
    222.     C:\WINDOWS\system32\wbem\wbemprox.dll:wbemprox.dll (6AB20000), size: 49152 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\wbem\wbemprox.dll', fileVersion: 6.3.9600.16384
    223.     C:\WINDOWS\SYSTEM32\wbemcomn.dll:wbemcomn.dll (6AAB0000), size: 397312 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\wbemcomn.dll', fileVersion: 6.3.9600.16384
    224.     C:\WINDOWS\SYSTEM32\CRYPTSP.dll:CRYPTSP.dll (73A10000), size: 98304 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\CRYPTSP.dll', fileVersion: 6.3.9600.16384
    225.     C:\WINDOWS\system32\rsaenh.dll:rsaenh.dll (739E0000), size: 192512 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\rsaenh.dll', fileVersion: 6.3.9600.16384
    226.     C:\WINDOWS\SYSTEM32\bcrypt.dll:bcrypt.dll (739C0000), size: 118784 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\bcrypt.dll', fileVersion: 6.3.9600.16384
    227.     C:\WINDOWS\system32\wbem\wbemsvc.dll:wbemsvc.dll (6AAA0000), size: 65536 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\wbem\wbemsvc.dll', fileVersion: 6.3.9600.16384
    228.     C:\WINDOWS\system32\wbem\fastprox.dll:fastprox.dll (6A9F0000), size: 700416 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\wbem\fastprox.dll', fileVersion: 6.3.9600.16384
    229.     G:\Unity4\Editor\Data\Mono\EmbedRuntime\mono.dll:mono.dll (094D0000), size: 2285568 (result: 0), SymType: 'PDB', PDB: 'G:\Unity4\Editor\Data\Mono\EmbedRuntime\mono.dll'
    230.     C:\WINDOWS\SYSTEM32\MSWSOCK.dll:MSWSOCK.dll (74740000), size: 282624 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\MSWSOCK.dll', fileVersion: 6.3.9600.16384
    231.     C:\WINDOWS\SYSTEM32\dhcpcsvc.DLL:dhcpcsvc.DLL (6F0E0000), size: 77824 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\dhcpcsvc.DLL', fileVersion: 6.3.9600.16384
    232.     C:\WINDOWS\SYSTEM32\dhcpcsvc6.DLL:dhcpcsvc6.DLL (6F100000), size: 73728 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\dhcpcsvc6.DLL', fileVersion: 6.3.9600.16384
    233.     C:\Program Files (x86)\Bonjour\mdnsNSP.dll:mdnsNSP.dll (73C00000), size: 135168 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\Bonjour\mdnsNSP.dll', fileVersion: 3.0.0.10
    234.     C:\Windows\System32\rasadhlp.dll:rasadhlp.dll (73BA0000), size: 28672 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\rasadhlp.dll', fileVersion: 6.3.9600.16384
    235.     C:\WINDOWS\System32\fwpuclnt.dll:fwpuclnt.dll (73BB0000), size: 278528 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\fwpuclnt.dll', fileVersion: 6.3.9600.16384
    236.     G:\Unity4\Editor\Data\Tools\D3DCompiler_47.dll:D3DCompiler_47.dll (65D70000), size: 3489792 (result: 0), SymType: '-exported-', PDB: 'G:\Unity4\Editor\Data\Tools\D3DCompiler_47.dll', fileVersion: 6.3.9431.0
    237.     C:\WINDOWS\SYSTEM32\MMDevAPI.DLL:MMDevAPI.DLL (6F960000), size: 294912 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\MMDevAPI.DLL', fileVersion: 6.3.9600.16384
    238.     C:\WINDOWS\SYSTEM32\wdmaud.drv:wdmaud.drv (6AF30000), size: 212992 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\wdmaud.drv', fileVersion: 6.3.9600.16384
    239.     C:\WINDOWS\SYSTEM32\ksuser.dll:ksuser.dll (6AF20000), size: 28672 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\ksuser.dll', fileVersion: 6.3.9600.16384
    240.     C:\WINDOWS\SYSTEM32\AVRT.dll:AVRT.dll (6AF10000), size: 36864 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\AVRT.dll', fileVersion: 6.3.9600.16384
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    302.     ========== END OF STACKTRACE ===========
    303.  
    304.  
     
  24. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    Yes i am working on the solution. It is because AiEditorWindow extends not directly form EditorWindow. I reproduced this already.
     
  25. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    Thank you, if you like it already, you will love version 1.3 :D Many things will be new and flexible, the workflow will also change a little bit to more userfriendly. Global Parameters will come and many more things.

    $prev.png
     
  26. PixelFrog

    PixelFrog

    Joined:
    Dec 2, 2012
    Posts:
    8
    I've got problem with object movement. I've set NavMeshAgent and AIRuntimeControler one enemy. Also there is simple action SetTarget to player and look at player. Enemy looks to player and run in one place. Animation is running. Also i've got errors:
    SetDestination" can only be called on an active agent that has been placed on a NavMesh.
    UnityEngine.NavMeshAgent:SetDestination(Vector3)
    FollowState:HandleState(AIRuntimeController) (at Assets/AI System/Scripts/Core/States/FollowState.cs:32)
    AIRuntimeController:Update() (at Assets/AI System/Scripts/Core/AIRuntimeController.cs:49)

    "Stop" can only be called on an active agent that has been placed on a NavMesh.
    UnityEngine.NavMeshAgent:Stop()
    FollowState:Reset(AIRuntimeController) (at Assets/AI System/Scripts/Core/States/FollowState.cs:40)
    AIRuntimeController:Update() (at Assets/AI System/Scripts/Core/AIRuntimeController.cs:55)

    My unity is non pro. Please help me solve this problem :/
     
  27. Doompanther

    Doompanther

    Joined:
    Aug 11, 2012
    Posts:
    24
    Is there a way to salvage projects that are affected by this until there is a fix?
     
  28. Mikie

    Mikie

    Joined:
    Dec 27, 2011
    Posts:
    367
    When you get time could you make a movie that fits the latest version.
     
  29. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    Please double check if your NavMesh is baked and the NavMeshAgent component is attached and enabled on your enemy.


    Currently the only solution to avoid it, is to close the AiEditorWindow when you hit play or close unity.


    Yes, i am currently full in exams stress, as soon as i find some time i will remake the video.
     
  30. maurogarcia

    maurogarcia

    Joined:
    Nov 6, 2012
    Posts:
    12
    Hi. I bought it two days ago and now I realise that only work on 4.3, I'm working in 4.0 for months.
    is there any possible solution? I can't upgrade my Unity.
    Thanks in advance!

    $error.png
     
    Last edited: Feb 11, 2014
  31. Farad77

    Farad77

    Joined:
    Jan 24, 2014
    Posts:
    2
    Hi , i managed to save my project by just deleting the folder, run the project, then unity ask to reset the layout, then you can put it back, just be careful not to load layout if the AIWindow was open it will crash immediatly.
     
  32. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    Yes you can just move the AiEditorWindow.cs from the project open unity again, and move the script back to the project. I am very sorry about this and will fix it in the next version.
     
  33. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    Well you can try to move the scripts by hand to the older unity version.
     
  34. PixelFrog

    PixelFrog

    Joined:
    Dec 2, 2012
    Posts:
    8
    Baking NavMesh was the problem. I thought this is pro feature :) Now is working great! Thanks for a great asset! :)
     
  35. artrynk81

    artrynk81

    Joined:
    Mar 2, 2013
    Posts:
    2
    Hi =) Some kind of bug with new unity?

    Purchase Mecanim AI from asset store,import, install examples scene,then create custom scene+ custom AIcontroller ,save project and close Unity - projects won't open, always shown crush report
    if work with non-default Unity GUI layout and try create path points for Patrol state- incredible slowdown unity and gizmo shown like solid mode
    Unity 4.3.4f1Pro
    Win7 prof 64x
     
  36. Lolko

    Lolko

    Joined:
    Oct 15, 2012
    Posts:
    5
    Hi
    Is Your asset work with Unity Free version ?
    Greetings
     
  37. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    Yes, before you close unity please close the AiEditorWindow, i am very sorry about this bug, and i found already a solution, so it will be fixed in next update.

    Yes, except IK Stuff and OffMeshLinks.
     
  38. nomax5

    nomax5

    Joined:
    Jan 27, 2011
    Posts:
    365
    I have the same problem to Doompanther I created a project got half way through your tutorial and now it crashes when I try to open the project.

    I've tried a number of different way to get the project open including renameing the scene file to force unity to start with a blank scene
    renaming an old scene to be the same as the none working scene I still cant get the project open so I think its screwed up my project

    Fortunatly I handn't done a lot of work on this project BUT if it had been one of my other projects I would not be happy at all !!

    it seems that people installing this on an existing project could loose a lot of work
    so it needs a fix asap.

    PS I love the software and I think its got great potential especially if the sopport and on going development continues.

    I'm sure this is just a temporary "beta bug" which will be resolved soon.
     
    Last edited: Feb 12, 2014
  39. Antigono

    Antigono

    Joined:
    Oct 20, 2013
    Posts:
    63

    did you try this? Zerano alredy said that this will be fixed the next version
     
  40. Enki

    Enki

    Joined:
    Jun 2, 2013
    Posts:
    20
    I picked this up a couple days ago, and am happy to say not a single one of the talked about 'bugs' have hit me. (Reading this forum prior to using helped immensely). It's not the easiest solution to use, but once you 'get it' you can do amazing things with it.

    A state I need though, and am attempting to create (partially working): Back in the early Ultima days (and probably a few others since then), one could give a mob a timetable. ie, at 6am head for the shop. at 12pm, find food. etc... To be ideal, I need actions, but for the moment, I'm working with simple waypoints/markers. So, at 6am mob looks for the marker 'MyShop' and attempts to pathfind there. At 12pm, he looks for the closest marker of 'food', etc. I'm using a separate script to keep track of his timetable and I do believe I can get it to talk to the new state 'SeekWaypoint'. A dilemma I will have to deal with at some point soon: How to get it to run in parallel with all the other actions? Such as, he should still respond to combat along his path...
     
  41. iKonrad

    iKonrad

    Joined:
    Jun 23, 2013
    Posts:
    179
    Hi.
    I've found a bug.

    Steps to reproduce:

    1. Create 2 states
    2. Create a transition from one to another
    3. Change name of the second state (the one that transition leads to)
    4. Remove the transition

    Please fix that if possible. Thanks.
     
  42. Gua

    Gua

    Joined:
    Oct 29, 2012
    Posts:
    455
    I've noticed that this AI system was renamed, does it now supports legacy animations?
     
  43. ChaneDev

    ChaneDev

    Joined:
    Feb 12, 2013
    Posts:
    66
    Just purchased the package, looking forward to spending time with it, my initial tinkering makes this package seem very promising! Thanks!

    +1 for Play Maker support, I have both packages in the same project right now and don't have conflicts.
     
  44. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    I do not know why it was renamed, i was not the one who renamed it :( but no at the moment it does not support legacy animations.
     
  45. Arbelzapf

    Arbelzapf

    Joined:
    Sep 30, 2013
    Posts:
    58
    How do I make an Actor walk to a target position? After studying your Tutorial video and pdf, I conclude that I use the Follow State for that, right?

    In IEnumerator, I use "SetTarget->Food".
    Speed 2, Rotation 150. Yet my Actor never moves. I have a tree like this:

    Idle -> Find Food -> Eat -> Idle

    This results in an endless loop.

    Also, if I use a "LookAt" action, I get an error message that there was no target set. So I assume that the system is unable to find the Food Source, although here is one object tagged "Food" in the scene.

    What do I need to do? Is the Food source lacking a component, does it need a specific layer?

    EDIT: I created a new Tree:

    Idle -> Find Food -> Walk to Food -> Eat -> Idle

    where Find Food only assigns the target. It seems to work now. Onwards!


    EDIT2:


    New question: Is there a way randomize walk speed or bind it to conditions?
     
    Last edited: Feb 13, 2014
  46. fhl41

    fhl41

    Joined:
    Jan 8, 2014
    Posts:
    14
    Zarano is it possible that the robot shoots automatic how can i do that :) i use the UFPS AND MECANIM
     
  47. Arbelzapf

    Arbelzapf

    Joined:
    Sep 30, 2013
    Posts:
    58
    I am using an Instantiated agent and after some wondering why they behave differently from a regular scene agent (the very same prefab, just dropped in the scene), I noticed that the coroutines are not called on the instance, while everything works fine on the regular agent.

    This is a show-stopper for me. Why is this happening and what's needed to fix it?

    Edit: The same problem occurs if the agent has been deactivated. Once it's been re-activated, it will no longer call the coroutines.


    On a similar note, I can't seem to be able to find targets that have been added to the scene at runtime. I guess I could write a custom action for those cases, but why doesn't it work out of the box?
     
    Last edited: Feb 13, 2014
  48. TopThreat

    TopThreat

    Joined:
    Aug 7, 2012
    Posts:
    136
    "No support for legacy animation"

    What does this mean exactly? For instance the cave work asset that free seems to have some legacy animations - I pulled it into my project duplicated a couple of the animations and changed the settings and then set it up in mechanim. What can I not do with these animations that I can do with the mecanim animations?
     
  49. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    1. No it just calles FindGameObjectsWithTag and sets the nearest as target. Very strange that it can not find the gameobject. The gameobject does not need any component or layer.

    2. Currently only via creating a new state and add a condition for the new state in the walk state. You can have diffrent walk states in a AIController.

    It is because the agent only starts once the couroutine in the Awake, if you change it to OnEnable it should work, but this will be absolete in the next version.

    Well if you use the generic type there is no diffrence(in this system), you simply can not use the legacy rig type.
     
  50. Arbelzapf

    Arbelzapf

    Joined:
    Sep 30, 2013
    Posts:
    58
    I will try that tomorrow. Thank you.