A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate
in the Unity community.
Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
Discussion in 'Assets and Asset Store' started by BHS, Jun 26, 2015.
I have been working on a VR title using Emerald AI; and I have been having an issue that I dont quite know the solution to. The ai that i made has this big spherical collider around it; and if im outside of that sphere, my bullets hit the sphere and not the enemy. anyone have any ideas? thanks!!
Try disabling the sphere collided nd see if that works. Does it still generate the box collider that takes damage?
yes, still hits box collider if im inside the sphere. the collider sphere is yellow in color if i click on an ai while the game is running in the scene window. i dont know what is making it exactly so i cant disable it; but it seems to be a thing on any emerald ai character
I've never ran into that issue. You can't untick the sphere colliders checkbox?
I'm looking forward to buy Emerald AI 2.0 but, before I buy I'd like to know if it is compatible with mobile games.
Also I'd like to know if I use Emerald AI to distract enemies by making noise? and with how can I use this plugin to command my companions to follow and stop?
Looking forward to hearing from you
@SuperSal I have actually made an Android build using using Emerald AI and it worked just fine.
Struggling with what I thought would be a pretty simple setup. I have many, many characters under EmeraldAI control. Many do exactly the same thing, animation wise. Do I _NEED_ a unique override controller for _EACH_ character, or can I set one up with the setup manager, input all of the required animations, then use the "Setup Later" drop down selection to create the Emerald setup and then re-use the same override controller, and paste the Emerald_AI script values onto the other same character variants?
For instance, I have 30 medics. Each has the exact same mecanim anims. I used the setup manager on ALL, but only setup the animations on the first one. The others used the setup later option. The 1st one works fine, but the others do not animate the walk, just glide, and continue to play their idle animations while moving.
Going through the setup wizard for each and every character (roughly 200) will take me weeks. Any shortcuts?
Has anyone set up an Emerald AI to use a Assault Rifle?
Hmmm, interesting. I just fixed my own issue I think! I selected one of the medics, chose "Clear Controller" and then selected Revert All. That fixed it for some reason. FYI if anyone is thinking of doing the same...
Interesting Would be good to know how you handle this with 2.2. I would expect that copy pasting a component and changing the Prefab reference should work. Hope BHS will post something about that in the 2.2 docs for creating fast replicates.
I am hoping 2.2 is released soon!
It's just gotta be any day now, right?
He originally said Nov of last year....
Yes. I remember that. Fortunately I have been able to work on other parts of my game, but now I've reached the point when I need 2.2 for meaningful progress.
Come on, BHS! Bring the bacon!
Exactly! I am waiting on the 2.2 and really 2.3 to finish up the path where I want to go with my game.
You need to remove the portion of code that looks for if the block button is being held. I haven't fully implemented blocking so the damage call isn't called if the block button is being held. I plan on adding it in when I'm updating the tutorials for version 2.2.
The spherical collider is used for target detection. It has a Ignore Raycast layer on it. Make sure your raycast is ignoring this layer so it isn't obstructing the target.
I have redone the way Animator Controllers are used with version 2.2. The reason you are having issues with AI that are sharing Animator Controllers is because of the Override Controller isn't intended for multiple AI. When this happens, it is updated across all AI sharing the Override Controller which will make animations skip and play incorrectly. With version 2.2, I have individual states for each category where each AI can independently play their own animation, even if they are using the same Animator Controller. I have completely removed the Override Controller as it caused too many issues.
Guns should be easier with version 2.2 as you will be able to use Animation Events to trigger the firing of a projectile. After 2.2, I will update the way ranged damage is calculated by adding in an option to use raycast instead of only using projectile objects. This should make things easier for AI who are using guns so they don't have to rely on an actual projectile to cause the damage.
I haven't I tested Emerald AI on mobile myself, but I have had customers use it on mobile.
There's no noise detection, yet. You can command AI by using the AI's API to control AI and companion AI.
With version 2.2, all you have to do for a replicate is duplicate or copy the AI. Since AI don't use Override Controllers anymore, there's no issues with skipping or cut animations.
I'm very close to submitting version 2.2. I'm just creating the included example scenes and making some last minute adjustments.
@BHS one quick question on Crux, any chance Vegatation Studio Pro biomes can be worked out on this. You would sell a ton more if you can advertise that.
Is it possible to hide the AI UI if there is a GameObject in between?
does exists any guidance or manual or tutorial to using EAI under UNET?
@BHS12345 stop playing with our feelings and release the 2.2!! hahaha!! I just want to know how it goes?? Any ETA yet?? likewise it's not pressure, I'm just excited to be able to use it!!
RIght now not. Emerald AI does not support Networking. BHS will take a closer look to it with Version 2.3 regarding UNET and Mirror.
Is there a way to prevent the health bar from showing through a wall? I have an AI object on the other side of a wall but the health bar is showing through the wall.
I wonder if 2.2 if submitted yet...
@BHS, Im getting an error with emerald using unity 2018.3. I also use crux to spawn. Navmesh is baked and animals are appearing but concerned how this error will effect live builds.
"CalculatePolygonPath" can only be called on an active agent that has been placed on a NavMesh.
Emerald_AI:Initialize() (at Assets/Emerald AI 2.0/Scripts/System/Emerald_AI.cs:621)
Emerald_AI:Start() (at Assets/Emerald AI 2.0/Scripts/System/Emerald_AI.cs:578)
HI BHS ! There are key questions on the Emerald:
1) Will there be more support for 3 animations to attack? Three animations are very few for the game. (( You need at least 6 attack animations to build the game.
2) Will there be support for limb damage? (i.e. when we hit the blade on the arm or on the torso)
I already have plans to do add support for Vegetation Pro's biomes.
This just has to do with the UI shader. Just adjust the Emerald UI's Render Queue to be equal to other objects. I've fixed this with version 2.2.
This is due to Crux spawning an AI too high. Is your randomized height set too high? Try testing out the same spawn settings with a non-AI object to see if it is spawning correctly.
1) Support for 3 attack animations and 3 run attack animations are supported with the release of version 2.2 as I ran out of time to add them in. They will be added in with the version next update.
2) I believe with a few minor adjustments to version 2.2 it is possible, but I will officially add support for it with the very next update after version 2.2. I also was running short on time and wasn't able to add this.
Emerald AI version 2.2 has been submitted and is awaiting approval! I appreciate everyone's patience with how long the update took. I can assure you that it was well worth the wait.
I will be spending the rest of the week updating the documentation and tutorials to reflect the all of the changes with version 2.2 so they should be ready by the time version 2.2. is released. After that, I am going to start a tutorial series showing all sorts of awesome things you can do with version 2.2.
For those who have missed the development updates regarding version 2.2, here's a link to all of them.
An in-depth look at at each new major feature
Look At and Aiming Improvements
Release notes that aren't yet fully up to date
This is Awesome News, Thanks for all the hard work. Cant wait to work with it.
i hope to see some instructions to howto using it on UNET or Mirror :]
some guidance ...
Hi @BHS. Which setting is this? Y spawn offset in Crux? If so I have that set to 0.
When the player is surrounded by multiple enemy AIs, AI sometimes stops attacking.
This problem occurs even if the AI is the same type or different types.
Is there a way to solve this?(Something like adjusting parameter, etc)
I am not sure the integration with the new Opsive Ultimate character controller's is done yet?
I am assuming the old UFPS integration will now work with the new version of Opsive 1st person view, but it is for the older version of UFPS? Thanks for all your hard work on this!
And the Invector Shooter integration probably needs a tune up as well?
Im trying to get my guys to jump across things, they work but emerald just plays the walk animation. Is there any way to use a jump animation ?
Oh, and in 2.2 can people shoot rapidly now?
ps 2.2 looks great cant wait to try it.
I wrote up integration instructions for Opsive's new controller. You can find them here. As soon as Emerald AI 2.2 is released, I will update the documentation to include any changes necessary. I've already worked with @BHS on the differences and so I can tell you they are minor.
Of course, @BHS may be planning to write his own instructions. But until then, you can use mine if you need it.
@BHS Outside of 2.3, I'd be interested in your addon "Flying Creature" asset.
@BHS I noticed that 2.2 is up on the store! Congrats! One thing I am wondering about is that it says not compatible with other versions of Emerald AI. Does that mean that I need to recreate my AI component? If so, it is not a big deal as I stopped production on my game anticipating this would happen. Any idea what your plans are for 2.3 when you start working on it? That is really what I am waiting on (along with 2.2 features). I need something to have complex boss fights! Thanks again for your hard work!
Great BHS! We would be delighted to know what you plan to do with 2.3
Here are updated docs on integration with Opsive controller so it works with Emerald AI 2.2:
Congrats for this awesome release!
BHS posted that he will focus on more complex AI / fights with 2.3, which I also hope.
I would love to see following features with 2.3:
- More attack animations. I think BHS wanted to add 6 for the next update
- Complex boss fight features like, random timers, more attack animations, switching phases, Casting markers feature when casting AOE spells (like typical floor markers when a spell is casted on this position etc).
- Better Threat System for switching aggro using a list with damage done by players and not only switch after X hits.
- Range and Meele attack feature. Like creature type mages do range casts and when player in meele range do meele attacks. So a check like if PlayerInRange() <=5 which would do meele if player is in 5 meters range.
- Creature Types or Templates: Creature types like human, boss, bird, mage, etc which specific options which you can always reuse or tweak a little bit.
- Network support for Mirror
Anyway now it's time to play with version 2.2 and I can't wait to test the new version. Thanks so much for the hard work and time you took for making this update possible @BHS .
Hi what are the assets used in the demo videos? The FPS arms and characters? I'm assuming they don't come with it?
i think we have to do that :]
There's a global Y and a randomized Y within each object. I will take a look at this when I get the chance.
It looks like your AI may have their colliders or NavMesh Radii too high. Try lowering them to see if it resolves the issue. Also, try increasing your Attack Distance.
Yes, I will be updating all of the integration tutorials today and tomorrow.
You could probably use an Emote animation, if you could detect when the AI is jumping. I haven't really looked into it though. When I get the chance, I'll see how it can be done.
Ranged attacks are still based on actual projectiles, but they now use Animation Events so AI can fire rapidly and consistently. I plan on adding the ability to use raycasts instead of projectiles soon.
Thanks! What you have said is roughly what I have planned for 2.3.
You're welcome! I hope you, and everyone else, enjoys the update.
The assets that were used can be found in the video description. They are not included.
Emerald AI version 2.2 has been accepted and is now live!
Version 2.2 got accepted a quicker than I expected so I'm still working on updating the documentation, integration tutorials, and making tutorial videos for version 2.2. I'm working on getting everything finished as soon as possible.
If anyone has any questions or needs help with version 2.2, you can ask here and I'll do my best to help you out.
I hope everyone enjoys version 2.2!
I was just curious but the page still says 2.0
It says 2.2 in the smaller box on the left hand side.
Good job, BHS, thank you! I'm looking forward to working with this. I am wondering your thoughts on ease of integration of 2.2 with Invector TPS/AI?
Wow the new changes look awesome! I have to ask, in the video there is an npc picking berries, but in the write up I am not sure you list jobs/tasks as a feature. Can I have an ai that can walk from his home to his job and animate him working? Or is that feature still to come?
@vis2k @BHS anyway to integrate Emerald into uRPG?