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If you have bought any of the AI solutions...

Discussion in 'General Discussion' started by MaximumTre, Jun 13, 2018.

  1. MaximumTre

    MaximumTre

    Joined:
    Nov 28, 2015
    Posts:
    163
    Help me find a working solution for my project. I have spent money on an that just plain sucked and did not help me at all. I need an AI solution that comes WITH the source code, so I can tailor it to my project, is modular or will allow me to use my own damage class, comes with it's own navigation system because I cannot use the NavMesh system for my game idea as it involves randomized dungeons, and MUST be updated to Unity 2018+ . I'd appreciate it if you are reading this and have used any of the AI solutions that fit this criteria, please let me know. I'm trying to make a much more informed decision this time before blowing $60+ bucks on a crappy 'solution'.

    I have, and am currently, reading all of the AI solutions so far, but nothing beats the experience of someone who has actually used it recently. Thanks for reading!
     
  2. AndersMalmgren

    AndersMalmgren

    Joined:
    Aug 31, 2014
    Posts:
    5,358
  3. Blacklight

    Blacklight

    Joined:
    Dec 6, 2009
    Posts:
    1,241
    What exactly do you want your AI to do?

    I thought you could generate navmeshes at run time with the built in system? Or is that not the issue?
     
  4. MaximumTre

    MaximumTre

    Joined:
    Nov 28, 2015
    Posts:
    163
    Sorry, I've been busy, and just got around to responding. Thanks for your responses.
    If it is possible to generate a navmesh at runtime, I need to learn how to do it. Is it built in or is there something I need to enable? Because I'm using DunGen to generate a random dungeon, but every time my AI spawns in, it says there is no navMesh.

    Thanks for the suggestion. I'll look more into this.
     
  5. MaximumTre

    MaximumTre

    Joined:
    Nov 28, 2015
    Posts:
    163
    Whoops, didn't actually answer the question.

    I just want my AI to follow the player and attack them when they enter their line of sight. I designed my own rudimentary AI for this purpose, and it works, but not when using the procedural and randomly generated dungeon. I get the 'not placed on a navmesh' error every time. In a prebaked scene though, the AI works.
     
  6. MaximumTre

    MaximumTre

    Joined:
    Nov 28, 2015
    Posts:
    163
    Ok, after following the above linked video, it seems that I'm missing something because I don't have the "Nav Mesh Script" anywhere in my project.

    EDIT:
    Solved the problem. Not sure wth I downloaded before, but I did not have the proper files from the GitHub. I do now, thanks for the help.
     
    Last edited: Jun 17, 2018
  7. Stardog

    Stardog

    Joined:
    Jun 28, 2010
    Posts:
    1,886
    MaximumTre likes this.