Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

[RELEASED] Emerald AI 3.2 (New Sound Detection) - The Ultimate Universal AAA Quality AI Solution

Discussion in 'Assets and Asset Store' started by BHS, Jun 26, 2015.

  1. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,725
    This is a Unity bug. See my post here for a quick fix.
     
  2. SickaGamer

    SickaGamer

    Joined:
    Jan 15, 2018
    Posts:
    1,260
    With the extend time, were you able to squeeze in stats, mana, stam, rage types at all?!
     
  3. Realgar

    Realgar

    Joined:
    Sep 30, 2012
    Posts:
    52
    Thanks, here are screenshots from the editor, the first is the hierarchy, and the second one while running in the editor.
     
  4. trblst

    trblst

    Joined:
    Feb 18, 2015
    Posts:
    12
    Were you able to make any changes in this new version that supports non-combat NPCs? I'd like to utilize this for town NPCs too, that will walk around, stop, perform some action, then continue walking along a path. Just wondering.
     
  5. ganzsergi

    ganzsergi

    Joined:
    Mar 27, 2022
    Posts:
    7
    @BHS The API associated with the Faction does not work. Example: Two AIs with factions “HUM” and “ORK”, initially neutral (or friend) to each other. Once through the trigger, they should become hostile towards each other and attack. Factions change, this can be seen in the inspector, but they ignore faction changes. If you manually change the faction during the Play mod, it also does not change anything. Only if they are initially, before turning on the Play mod, hostile to each other, will they attack. But dynamically changing the attitude of the Factions does nothing. I also tried resetting the target using the API, but it didn't help.
    Script exaple:

    using UnityEngine;
    using EmeraldAI;
    public class LandChangeFraction : MonoBehaviour {
    private void OnTriggerEnter(Collider other)
    {
    if (other.gameObject.tag == "EmeraldAITag")
    {
    other.gameObject.GetComponent<EmeraldAIEventsManager>().SetFactionLevel("ORK", "Enemy"); other.gameObject.GetComponent<EmeraldAIEventsManager>().SetFactionLevel("HUM", "Enemy");
    }
    }
    }

    P.S. I've also tried doing this in reverse, where hostile AIs become friendly to each other. But that doesn't work either. They attack each other as soon as they come into sight.
     

    Attached Files:

  6. ganzsergi

    ganzsergi

    Joined:
    Mar 27, 2022
    Posts:
    7
    I looked at the code a little - apparently the API does not provide for resetting the target (target to null),
    if for example, from enemy AI became friendly:

    public void SetCombatTarget(Transform Target)
    {
    if (EmeraldComponent.ConfidenceRef != EmeraldAISystem.ConfidenceType.Coward && Target != null)
    {
    EmeraldComponent.EmeraldDetectionComponent.SetDetectedTarget(Target);
    EmeraldComponent.m_NavMeshAgent.ResetPath();
    EmeraldComponent.m_NavMeshAgent.stoppingDistance = EmeraldComponent.AttackDistance;
    EmeraldComponent.m_NavMeshAgent.destination = Target.position;
    }
    else if (Target == null)
    {
    Debug.Log("The SetCombatTarget paramter is null. Ensure that the target exists before calling this function.");
    }
    }
     
  7. Realgar

    Realgar

    Joined:
    Sep 30, 2012
    Posts:
    52
    Hi @BHS Any idea ? Thanks !
     
  8. Ravl

    Ravl

    Joined:
    May 14, 2013
    Posts:
    35
    any news regarding the update?
     
  9. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    831
    Loving the ambient AI features.
    New music video
     
    julianr likes this.
  10. MicheleBunetto

    MicheleBunetto

    Joined:
    Jul 2, 2012
    Posts:
    8
    Any Fmod Implementation?
     
  11. bubucaojp

    bubucaojp

    Joined:
    Jan 31, 2022
    Posts:
    3
    Hello! I am making a game that the player has the ability to instantiate walls. however, the AI won't collide with them, and this ability should be used as a "shield". Any ideas on what I am doing wrong or what I could do to achieve this?
     
  12. Ravl

    Ravl

    Joined:
    May 14, 2013
    Posts:
    35
    add a navmesh obstacle on the walls prefab maybe?
     
  13. Ravl

    Ravl

    Joined:
    May 14, 2013
    Posts:
    35
    @BHS wondering if Emerald AI 4 will have a robust agent avoidance feature or at least a possibility to setup the AI to circle the enemy and not to push each other in case there are more that 2,3 AIs..
     
  14. khushalkhan

    khushalkhan

    Joined:
    Aug 6, 2016
    Posts:
    168
    sometimes puting navmesh obstacle on agent helps other agent to avoid other agents, sometimes it show warning too
     
  15. timerace

    timerace

    Joined:
    Feb 27, 2019
    Posts:
    24
    You can try runtime navmesh generation with navmesh components, in 2022 lts they are built in as default.
     
  16. DrInternet

    DrInternet

    Joined:
    Apr 6, 2014
    Posts:
    103
    Hello,

    what is the minimum supported Unity version for the upcoming Emerald?
     
  17. SalmonXerxes

    SalmonXerxes

    Joined:
    Feb 24, 2019
    Posts:
    1
    I'm trying to get the player controller to block the EmeraldAI NPCs attack. How would i go about doing that? i use the "EmeraldAIEventsManager>().CancelAttackAnimation();" but that only cancels the next attack animation and does not stop the actual animation i'm trying to block. Any ideas?
     
  18. MicheleBunetto

    MicheleBunetto

    Joined:
    Jul 2, 2012
    Posts:
    8
    Will Emerald AI (2023) have the ability to make enemies retreat even without root animation? Example: When I hit an enemy with a critical attack, they are pushed backwards
     
  19. Wuyan_ren

    Wuyan_ren

    Joined:
    May 8, 2020
    Posts:
    11
    Hi, I've been waiting for the new version. Is there an approximate time frame?
     
    iChuy likes this.
  20. SickaGamer

    SickaGamer

    Joined:
    Jan 15, 2018
    Posts:
    1,260
    He must have found a lot of issues with it and thus why he hasn't posted in a while.
     
    Wuyan_ren likes this.
  21. timerace

    timerace

    Joined:
    Feb 27, 2019
    Posts:
    24
    He did posted this on discord- "The new version should be available by the end of next week.I will work on integrations, including RPG Builder, after the release of the new version."
     
    SickaGamer likes this.
  22. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,725
    Emerald AI 2023 should be available by the end of next week or early the following week. I’m just finishing the new wiki website and putting the demo scenes together so I feel pretty confident with this ETA.
     
    Wuyan_ren, ImminentWaffle and julianr like this.
  23. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,725
    Nope, I’ve just been bug testing and working on polishing up the mechanics. This update is absolutely massive so there’s lots to test and I want the release to go as smoothly as possible. Emerald AI 2023 should be available by the end of next week or early the following week.
     
    SickaGamer and julianr like this.
  24. timerace

    timerace

    Joined:
    Feb 27, 2019
    Posts:
    24
    Is there anything new beyond status update 3?
     
  25. ganzsergi

    ganzsergi

    Joined:
    Mar 27, 2022
    Posts:
    7
    @BHS Tell me pls, will the AI have a modifier similar to Armor (to partially absorb damage) in new update?
     
  26. Uncle_John

    Uncle_John

    Joined:
    Oct 7, 2017
    Posts:
    6
    Hello,

    I am having trouble using Emerald AI with Dismembering by Hartvigs IT.

    Has anyone used them together or have any advice on how to get them to play nice together?

    Any help would be greatly appreciated!
     
  27. Nikodemus

    Nikodemus

    Joined:
    Nov 28, 2014
    Posts:
    30
    Will there be a Puppet Master integration with the new update?
     
  28. SickaGamer

    SickaGamer

    Joined:
    Jan 15, 2018
    Posts:
    1,260
    Any update on this?!
     
  29. jbhewitt

    jbhewitt

    Joined:
    Jun 1, 2023
    Posts:
    1
    Hey team - got a problem where for Ranged attacks the enemy is spawning two instances of the projectile one after each other... and i'm not sure why or how ;(
     

    Attached Files: