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Polarith AI (Free/Pro) | Movement, Pathfinding, Steering

Discussion in 'Assets and Asset Store' started by Polarith, Apr 18, 2017.

  1. paulindrome

    paulindrome

    Joined:
    Mar 10, 2018
    Posts:
    30
    @Polarith
    Great to see you're still replying on this forum! :)

    After investigating the lab scene, I realized I forgot to give the AIM Reduction component an environment to filter for. :confused:
    upload_2023-10-6_9-37-43.png

    It works as expected now. Thank you for the hint!
     
    Polarith likes this.
  2. zaniar_p

    zaniar_p

    Joined:
    Mar 5, 2015
    Posts:
    1
    Last edited: Oct 30, 2023
    Polarith likes this.
  3. paulindrome

    paulindrome

    Joined:
    Mar 10, 2018
    Posts:
    30
    Coming off 3 weeks of zero progress, trying to combine different behavior tree solutions with custom steering behaviors and targeting logic, I am now trying to break my problem into smaller parts.

    If you have time, I'd love some input on the following two questions:
    1. How can I encapsulate different combinations of AIM behaviors into "states" that can be turned on or off depending on f.e. encounter phases? (think dark souls boss fight in space)
      Is it possible to have a parent object with a rigidbody that has multiple children with individual AIM Contexts and AIM percepts/behaviours specific to a "state" and enabling/disabling those contexts depending on what's needed?
    2. How can I have ships overshoot their pursue target and fly a larger curve for another head-on attack pass instead of going into circles around the target? The goal-oriented version of this question would be: How can I make an agent prioritize turning his forward vector towards the target?
      EDIT: funny enough, a colleague of mine suggested to just introduce a delay timer after coming close to a target during which the ship doesn't steer towards the target, effectively making it overshoot the target and fly straight for a bit before turning again. Until I've tested this, please disregard this second question :)
      enemy-circling-player.gif
    Any input is greatly appreciated. I keep coming back to this asset no matter how far I stray. :D
     
    Last edited: Nov 7, 2023 at 4:57 PM