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RaptorAI - Powerful AI Scripting Motor for Programmers (states, advanced waypoint systems, senses++)

Discussion in 'Assets and Asset Store' started by Ruben_Chris, Jan 18, 2017.

  1. Ruben_Chris

    Ruben_Chris

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    RaptorAI is an AI engine designed for programmers to easily create AI behaviours using states. It is based upon a finite state machine that does everything for you.

    There are lots of different FSM packages out there, what makes this special?

    RaptorAI is not like any other FSM package. RaptorAI gives you the most flexible system out there and is object oriented. Also, RaptorAI is not just a finite state machine. Advanced waypoints and senses make RaptorAI something of its own. By purchasing RaptorAI you don't just get the state manager, but also the other things you need when creating your AI.

    Included in the package:

    • Object oriented state machine system
    • Advanced waypoint systems + BFS algorithm to find all possible paths
    • Runtime support
    • Cross-platform
    • Full source code
    • Senses for detection of objects + 4 different visual detection methods
    • Navigators that support any kind of pathfinding library + navmesh navigator for using unity's built-in navigation system out of the box.
    • System for communicating between different states
    • System for finding AI components fast and easily
    • Tag system for tagging different AI's
    • Customize how often states should be updated to maximize performance
    • Global settings to quickly apply AI settings
    [​IMG]

    [​IMG]
    [​IMG]

    More information, including feauture list, go to http://raptorgames.tk
    Asset store link: https://www.assetstore.unity3d.com/en/#!/content/78554

    You can use this thread to contact me regarding questions or problems with the RaptorAI asset. Alternatively you can also contact me at ruben.christoffer@live.no
     
    Last edited: Mar 14, 2017
  2. Ruben_Chris

    Ruben_Chris

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    19.01.2017 - Minor updates (version 1.01)
    Updated a few things:
    • Metadata edit
    • Fixed example scene 1 error
    • Scaled some key images
     
  3. Ruben_Chris

    Ruben_Chris

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    There is now an introduction video explaining a bit about what RaptorAI is and how it works. Check it out here:
     
  4. Ruben_Chris

    Ruben_Chris

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    New version pending in the asset store. Changes are listed below:
    • New example scene that shows the potensial of hundreds of AI's in the same scene
    • New introduction video explaining the system
    • Minor example script edits
    • Metadata edit
     
  5. Ruben_Chris

    Ruben_Chris

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    Another video demonstrating animal behaviour out here:
     
  6. Ruben_Chris

    Ruben_Chris

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    New version pending in the asset store:
    • Fixed proximity collider gizmo draw location
    • Added new example scene / scripts demonstrating animal AI
     
  7. StevenPicard

    StevenPicard

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    I think Raptor AI looks really good. Is a navmesh required? Also, how well does this work in a maze\dungeon environment?
     
  8. Ruben_Chris

    Ruben_Chris

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    The navigation is handled by subclasses of the AINavigator class, so navmesh is not strictly required. You can create your own navigators to suit your purposes or use one of the provided ones. Currently there are only one pre-made navigator that navigates using the built-in navmesh system of unity.

    I started working on a small maze environment now which will be available soon (not procedurally made). This will be included in the upcoming version in the asset store, but I will also create a video demonstrating it.

    RaptorAI was made to fit as many game genres as possible, so using it for a maze / dungeon environment is going to work just fine. The best way to do this would be to create a waypoint system that covers the entire dungeon. If your maze is procedurally created it could be a bit tricky to create the waypoint system since it's not designed for procedural creation yet (it is possible, but you would have to programatically set each connection between the waypoints).

    I hope this answered your questions. I am also open for suggestions :)
     
    StevenPicard likes this.
  9. Ruben_Chris

    Ruben_Chris

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    An example video demonstrating RaptorAI in a maze environment available on the RaptorAI channel. You can check it out here:
     
    StevenPicard likes this.
  10. StevenPicard

    StevenPicard

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    Thanks for the answer. I'll be picking this up (hopefully) today when I get back home.
     
  11. Ruben_Chris

    Ruben_Chris

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    Thank you for purchasing RaptorAI! If you are having any problems or questions what so ever, don't be afraid to send me a message and I'll do my best :)
     
    StevenPicard likes this.
  12. Ruben_Chris

    Ruben_Chris

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    New version (1.2) pending in the asset store! It includes the following changes:

    Updated AI Settings:
    • Tag system to easily differantiate between different AI types in same state
    • Compare tags by using the AITag.SameAs function (not case sensitive) or the AITag.SameAsRaw (case sensitive). You can therefore choose yourself if you want your tags to be case sensitive or not.
    Global Settings:
    • Change settings for all AI's
    • Change settings for all AI's with a certain tag - All with one button (this will be available under the RaptorAI menu -> Create Global Settings Object)
    Performance boosts:
    • Able to modify how often different states should be updated
    Other changes:
    • The UpdateState function from the AIState class no longer returns a float. If you want to delay the next update, use the DelayNextUpdate function instead. This will stack with the AI Settings call delay and if you call this function more than once, the effect will also stack.
    • Updated UI + logo banner to easily recognize AI components
    • Another new example scene demonstrating a maze setup
    • Documentation is now online only so you always get the updated documentation + minor fixes and changes
     
    Last edited: Mar 14, 2017
  13. Ruben_Chris

    Ruben_Chris

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    Hello!
    I would like as many people as possible to participate in a really quick survey regarding how satisfied you are with RaptorAI and what I can do better. The survey consists of only 7 questions, it's completely anonymous and takes less than 5 minutes.
    Thank you for your time.

    https://www.surveymonkey.com/r/3JF859Z
     
    Last edited: Apr 7, 2017
  14. Ruben_Chris

    Ruben_Chris

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    RaptorAI is part of the current unity sale and is available at a 30% discount! Don't miss out :)
     
  15. Ruben_Chris

    Ruben_Chris

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    Website was down for a couple of days, but is back online now. I'm sorry for the inconvenience.
    The documentation has been updated to v2.0 and is now a pdf instead of the old html / javascript system and should work better on all platforms.
     
  16. Ruben_Chris

    Ruben_Chris

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  17. Ruben_Chris

    Ruben_Chris

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    Hi everyone!

    I know it's a long time since I updated the RaptorAI package, but I'm working on a v2.0 right now and I think it'll be great! :)
    Thank you for your patience.
     
    StevenPicard likes this.
  18. Cartoon-Mania

    Cartoon-Mania

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    I have not bought it yet. This, however, contains fairly good ideas and techniques. I am a little sad. You have to change the title of this product. You also need to change the icon. I really thought this was AI for the Raptor. I was surprised to read the introduction. Most people will not read introductions. And you said you're working on 2.0. What features are included in 2.0? When will it be released? Are there any examples of Mecanim animations?
     
    StevenPicard likes this.
  19. StevenPicard

    StevenPicard

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    I own this product but I haven't used it yet (I looked through the example, though.) Because ICE isn't going to work for me for now I am looking at my other AI packages. I wanted this one because I thought it would be good for AI such as a pack of wolves. However, I will echo Cartoon-Mania's request for an example with Mecanim animations. This is definitely a weakness in my Unity knowledge and would be very helpful.
     
  20. Ruben_Chris

    Ruben_Chris

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    Hello and thank you for showing interest in my asset!

    I contacted Unity recently regarding name changes, but haven't got any response yet. This might not happen before v2.0 is released. There will be a new logo as well.
    I just started working on 2.0, so I don't have a full list over features that will be included or any release date. Right now I'm working on fixing the collider system linked to the visual senses. Rotated colliders haven't worked very well, but that should be fixed in 2.0. Here is a list over major features that might be implemented:
    • Better collision system
    • Behaviour trees / visual scripting (automatically convert behaviour trees into states)
    • Spawning system
    • Integrated A* Pathfinding Project support (you can use it now, but it requires writing a custom AINavigator on your own)
    • Audio senses for detecting audio sources nearby
    • Integrated animation support (Mecanim)
    There are no examples showing Mecanim animation at this point.

    Note that I prioritize customer input so I appreciate that you come with requests :)
    I just started working on the project again, so the release date is very unclear at the moment. I don't work on this full time, so don't expect an update within the month. That being said, I might be able to offer a beta version or something similar. Please let me know if you have any further questions.
     
  21. Ruben_Chris

    Ruben_Chris

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    I will see what I can do ;)
     
  22. StevenPicard

    StevenPicard

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    Can you add "scent" as well. This great for situations such as hunting. My characters (wolves, werewolf, etc.) will use scent as a part of their means of tracking the player.
     
  23. Ruben_Chris

    Ruben_Chris

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    That sounds interesting. By scent, do you mean that the wolves should be able to track down the last movement of the player / places the player has been?
     
  24. StevenPicard

    StevenPicard

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    Yes and whether the prey is nearby. But the idea of a wolf, werewolf, etc. tracking down someone based on following their scent (where they've been) would add an extra layer of strategy where effort would need to be made to cover your tracks (ex. walk through water), if you find mint plants, rub it on you, etc. I was going to add stats to my player such as body odor and fear level (dice will be rolled at the beginning of the game for stats.) When something frightens you (spider, rat, ghost, etc.) your fear raises and so does your scent. Perhaps an invisible marker could be left in places with its radius and length of existence based on the current odor and odor strength.
     
  25. Ruben_Chris

    Ruben_Chris

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    I'll add it to my to-do list. Shouldn't be too hard to implement.
     
  26. Ruben_Chris

    Ruben_Chris

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    Little update for you:

    AIScentSense and AIScentObject will be added in the new version. Here is a little demonstration of it:


    [​IMG]

    [​IMG]

    All the variables are possible to edit at runtime
     
    StevenPicard likes this.
  27. StevenPicard

    StevenPicard

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    That's awesome!
     
    Ruben_Chris likes this.