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Project "Angry Droids" - drag and drop AI robots for your unity game

Discussion in 'Assets and Asset Store' started by defaxer, May 23, 2016.

  1. defaxer

    defaxer

    Joined:
    Nov 15, 2010
    Posts:
    140
    Simple and fully functional AI Droids are ready for your game project.


    Pack Includes 5 enemy types:
    • Walker
    • Wheeler
    • Stationary floor
    • Stationary wall
    • Flying
    PBR_Army.png

    Screen04.png

    Screen05.png

    5 weapon types included:
    • Laser
    • Gatling gun
    • Rocket launcher
    • Plasma gun
    • Melee (for flying unit)

    All AI and weapon scrips, Animations and animators, effects and shaders included.
    • Demo scene
    • Special shader to customize droid color setup
    • Effects (explosions) and other prefabs (gibs and ragdolls)
    • Introductory documentation on droid AI,weapon setup

    Simply drag and drop. It just works. No extra setup needed.
     
    Last edited: Jul 20, 2016
    chelnok, ZJP and Gozdek like this.
  2. defaxer

    defaxer

    Joined:
    Nov 15, 2010
    Posts:
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    Hello again. Just some quick news regarding coming project update.

    Next update for Angry Droids is coming up. It will be mostly visual update and it will feature new textures, updated effects and geometry, with some tweaks and fixes in demo scripts.

    To give you a quick idea about new visual level, here is a fresh project screenshot. All models here share same 2048 square textures (diffuse, specular and normalmap).
    Screenshot00.png
    Hope you like it!

    P.S. Still considering whether droid color variations will be made using shader or textures. In some of future updates I'm planning to add different meshes (with different design) for droid parts like heads, parts of body, legs and weapons.
     
  3. defaxer

    defaxer

    Joined:
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    Posts:
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    HD Remake is coming to Asset Store! While waiting, check out this new "Bad Bots" trailer.



    Updated\fixed models (mostly uvs and animation), 2048x2048 textures



    PBR shader with custom material editor.



    Don't forget to enjoy!
     
  4. defaxer

    defaxer

    Joined:
    Nov 15, 2010
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    Unity approved "Bad Bots" update so check it out!​


    new HD textures, shader and fancy material editor. More updates are coming so stay tuned!
     
    Malbers likes this.
  5. ZJP

    ZJP

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    2,649
    Nice Robots. On my buy list. Thanks.. :cool:
     
  6. lazygunn

    lazygunn

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    Same as what ZJP said
     
  7. defaxer

    defaxer

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    Hello again!
    Next update is coming up, so let me highlight some features that are coming to this project.

    New FX:
    • spawn effect
    • destruction effect
    • visual damage effect
    • updated/fixed effects for minigun and laser (without burn marks for now)
    New Script features
    • patrol behaviour
    • weapon vertical aiming not only horizontally
    • flyer bot now follows player every where and not bound to horizontal plane
    New animation
    • jump animation for walker bots
     
    Malbers and theANMATOR2b like this.
  8. ZJP

    ZJP

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    Deal (2 weeks ago) :p
    Better and better. :cool:
     
  9. Brandon_Powell

    Brandon_Powell

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    Jul 24, 2016
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    58
    Hi, i purchased this asset last night, and the bots look great, but i am having some issues i was hoping you could help me with

    First, is there documentation available or upcoming? I'm not very skilled with coding, and don't really understand how all the scripts are working together. this leads into the second issue, which is that the asset doesn't really "just drop in and it works" with all projects. i have tried it with both Unitz and Gravity twist controllers and the bots target the player inconsistently if at all, and when the do shoot, they neither receive nor apply damage. Ideally i would like to have exposed variables in the inspector to select what tags the ai targets, including the ability to target multiple tags. this would make the asset much more useful in a variety of projects.

    also, the bots don't draw in until quite close to the camera, i'm guessing this is a setting i need to change, but have no idea what it is.

    finally, and this is more of a wish list item, is it possible to rig the bots themselves for direct player control?

    thanks in advance, and thanks for a really nice asset! I'm sure for someone with more experience / skill these are probably not big issues, and the animations and design are really top-notch!
     
  10. defaxer

    defaxer

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    Hi! Thanks for your purchase.
    1. Documentation is available here, though it's not full, I'm working on it for upcoming update.
    2. I'm not aware of how Unitz or Gravity twist controller do weapon/damage interaction, so droids shouldn't do any damage, instead they should log a lot of errors into console. We'll find a way to fix this. For starters try adding 'Health' component to your player prefab.
    3. For bots to follow player it has to be tagged with 'Player' tag. Theoretically, there can be a lot of Players (each with 'Player' tag), but I never really tested that case;
    4. Drawing bots is an AngryBots-like optimization behaviour, if you dont want that, just disable AIActivator script and SphereCollider on Activator child object from any droid you use.
    5. Player controls are possible, but I need time to implement it.
     
  11. Brandon_Powell

    Brandon_Powell

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    Jul 24, 2016
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    Thanks so much for your quick reply! That info helps a lot. also, just saw the new update teaser, looks incredible!
     
    defaxer likes this.
  12. R1PFake

    R1PFake

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    Is or will there be audio in the pack? Mainly for the weapons and maybe a little sound effect when the bots "spawn/transform" from the ball form?
     
  13. defaxer

    defaxer

    Joined:
    Nov 15, 2010
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    Hi! Guess it's time to make a little announcement. New update is almost ready. Right now I'm working on some fixes for AI, adding some requested features and some new hot things like:

    Spider Bot
    Spider02.png

    Hover Bot
    Hover01.png

    Tesla gun


    Grenade launcher


    Also player detection is more generic now, bot reacts on any object with different tag and health attached, so in theory (not tested yet) you can setup two bot armies with different tags like "Player"/"Enemy" and start a little clan war.

    I have added sounds support in several places, but I still dont have decent sound clips to include into project. Don't worry, next update will be a true audio update with sounds all over the place :)

    Both droids have animations ready and this weekend they will get theirs weapon ready and in place, and hopefully if everything is good next week I'll submit update to asset store for revision.
     
    ZJP likes this.
  14. R1PFake

    R1PFake

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    These new ones look nice and good to hear that there will be sound updates, i guess i will buy it this weekend, to get the other updates for free? ;)
     
  15. R1PFake

    R1PFake

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    Question about shaders: I just bought the pack and saw that you are using a custom shader, is it possible to use them with the standard shader? When i changed to standard the droid turned white and ignored the texture, do i have to change something else or will they only work with the custom shader?
     
  16. defaxer

    defaxer

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    Bots use RGB mask texture for colors Red channel - primary color Green - secondary etc. So they can't work the same way with standard shader. You can create diffuse map yourself by replacing red,green and blue colors in mask texture with colors of your choice. I plan a material editor button with that functionality in later updates
     
    ZJP likes this.
  17. StarHunter32

    StarHunter32

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    Yes, yes for new update! Thank you.
     
  18. Brandon_Powell

    Brandon_Powell

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    These new bots are looking really nice! also really excited to hear about the new tags, that was exactly what i was hoping for!
     
  19. R1PFake

    R1PFake

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    I have a question about your gatling "projectiles". I looks like there are no "projectile objects" for this one (like for the rockets etc). Looking at the code you are raycasting directly from the barrel to the target and deal direct damage without "projectiles" for this one, but it still looks like there are flying projectiles from the gun to the target, so my question is what are these "projectiles" since i can't find a gameobject, are these light effects or particle effects? in the GatlingWeaponAI Script i can find different light/particle system for the hit effect, the shot effect fire / smoke but i can't find where the gatling "projectiles" are created, i tried to pause the sceen right when the gatling is shooting at me and i also can't select anything, so i guess it's a effect created in code and i missed the lines.

    Can you tell me where/how the gatling "projectiles" are made?
     
  20. defaxer

    defaxer

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    Those are particle effects, they just have collision enabled and die on collision. It is called Tracer in droid's hierarchy
     
  21. StarHunter32

    StarHunter32

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    @defaxer, sorry to bother you, I know how annoying is somebody to ask is it done yet, but since you announced the update I was wondering if there are some news about it. Many thanks!
     
  22. defaxer

    defaxer

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    Hi! Yeah, update will surely be, it is (almost) ready actually, I need to do some testing and tweaking before releasing it.
    And I need to finish some work for my clients, so most probably in a week I'll submit it to asset store
     
  23. R1PFake

    R1PFake

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    Hey any news on the update?
     
  24. ZJP

    ZJP

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    +1
     
  25. radiantboy

    radiantboy

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    Hi, this looks great I am integrating with UFPS. Strange thing I cannot work out though is unless I am right next to a spawner when it makes an enemy they dont work. For example if I make a walker appear and im far away he sits in a ball shape doing nothing (even when i go close after), If I come really close *before* he spawns his legs come out etc and he attacks. What is it that dictates this distance? Tried adjusting range max etc but it doesnt seem to do it.

    Edit: Ah looks like triggerexit and enter were being called constantly due to 2 different objects with player tag.

    Edit 2: really not sure why but my onTriggerEnter & exit are called constantly I had to remove the contents of deactivate. I think reparenting or setting it to not active etc causes it to call triggerexit and go into a loop of activating and deactiving. Anyway for now it works its just they cant deactive themselves.
     
    Last edited: Dec 9, 2016
  26. bitHussar

    bitHussar

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    These are the droids I'm looking for.
    Are you still planning on the update?
     
  27. R1PFake

    R1PFake

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    I think the seller is not active anymore, im not sure what happend. I really liked the preview pics for the new update, but he never released it and didn't post in a very long time. I also tried to ask him with emails but also no answer :(
     
  28. StarHunter32

    StarHunter32

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    Same here, not answering and no activity or update. He seemed like a good person, but unfortunately the asset needs an update. It's currently lacking sounds, the droids are mute. The update seemed promising.
     
  29. defaxer

    defaxer

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    Sorry guys for keeping you waiting that long. I'm back to work with update, had a few troubles but now it's sorted out. Again sorry.
    Just yesterday finished material button that renders out textures(diffuse, specular/metal, emission and detail mask to use with patterns) for using with default standard shader (if for some reason you need to use it). Now figuring out how to setup a new material when textures are rendered, currently setting up a new material is done by hands as unity needs to import rendered textures. I know it's a small feature, but needed to start from somewhere.
    Spider Bot is integrated already, Hover Bot is on it's way. Not sure about new colors for them, but that can be changed quickly. Seems like bot army is going to be HUGE.
    Putting a project on hold can't be without trouble, now i have to figure out everything again. Sound clips, audio code, weapons... No estimated time for now, but promise to keep you updated on project progress.
     
  30. defaxer

    defaxer

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    Thanks for your feedback, it's really useful to pinpoint that bug, I'll be testing and fixing that but probably after upcoming update, as I kept people waiting for it for quite some time already.
     
  31. bitHussar

    bitHussar

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    No problem, take your time, I just wanted to know if the update is still on your roadmap.
    QQ: I'm considering buying this asset, but my game has it's own enemy mechanics thats working with NavMeshAgents, so basically I only need the visuals. Is it possible to use them that way? Also is it possible for the ranged bots to be equipped with the razors instead of guns? Thanks.
     
  32. defaxer

    defaxer

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    Just tested out some combinations.. It turns out walker bots are pretty 'modular', so i think it's possible, not sure if animations will work without additional tweaking.
    Constructor.png
    If you want to use models only, you can modify prefabs to your needs, or detach droid from root transform and attach to your prefab. Note: you'll need to copy animator component to your prefab, weapons use their own animator.

    P.S. you might need bigger razors ;)
     
  33. Mihai77

    Mihai77

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    Aug 7, 2013
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    Any news on the update?
    Please, consider to allow head rotation independent from body. For me it's important to rotate the weapon in horizontal plane. (especially for walker and wheeler)

    Regards,
     
  34. R1PFake

    R1PFake

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    Any news? The screen shots of the new bots/guns look really awesome, i hope that these models still get added to the pack :(
     
  35. ZJP

    ZJP

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    Dead assets. :(
     
  36. R1PFake

    R1PFake

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    The new spider and hover bots and weapons in the screenshot above look really awesome and almost done, i still hope that he can add them some day, i don't need any AI scripts or anything, i only bought the assets for the models/animations and effects (i assume that most people bought it for that reason and not because of the ai scripts) and the models in the screenshot look "ready" i wonder why he didn't add them :(
     
  37. daraOke

    daraOke

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    Hey there @defaxer, i was trying to find the documentation... the link doesn't work... and what about the updates? please? o_O
     
  38. Brandon_Powell

    Brandon_Powell

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    pretty sure this asset is dead, no updates, docs or anything in many moons
     
  39. OZAV

    OZAV

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    Any updates soon ? ... ... ... ...happy new year, guys :).
     
  40. radiantboy

    radiantboy

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    Hey im back to playing with this, im using ufps, it seems to need a rigid body on my player (which is not there) for htis line in AiSight.cs :

    public Vector3 playerVelocity { get { return playerRigidbody.velocity; } }

    Is there any way to get aroudn this without adding a rigid body to my player, which I dont want to do, thanks.
     
  41. defaxer

    defaxer

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    CharacterController has a velocity property, just change code to something like that:
    Code (CSharp):
    1. public Vector3 playerVelocity { get { return GetComponent<CharacterController>().velocity; } }
    I would store that controller in a separate variable for performance reasons
     
    lclemens likes this.
  42. StarHunter32

    StarHunter32

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    I'm glad you are well and alive. Do you still plan an update?
     
  43. defaxer

    defaxer

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    Yes. Sorry all, that It takes so extremely long. Not going to promise it next week, but it definitely going to be released
     
  44. StarHunter32

    StarHunter32

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    Thank you. Your asset is one of the best on the store.
     
  45. OZAV

    OZAV

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    Hello, everyone, it's 05 Jan, 2020, BAD BOTS are still in our project framework, doing great integrated. Could be great to see some manual done and any update for 2020. All the best for 2020 - to our all Bad Bots fellow users and Gravity Box Studio :).
     
    Last edited: Jan 5, 2020
  46. R1PFake

    R1PFake

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    Would be awesome, for example the spider and hover bots look really nice, so sad that they never added them to the pack. I hope the devs are ok?
     
  47. lclemens

    lclemens

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    does anyone know the approximate polycount/triangles/vertices on one of the bots?
     
  48. veitenti

    veitenti

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    Hey guys! I have trouble with the shaders in this asset package. All the materials in the package turn out to be pink in the preview and in the game. I'm using the LWRP and I had to update the materials to work with it.
    Is it possible that this package is not compatible with newer LWRP or HDRP? Am I missing something?