The newly rewritten and redesigned Emerald AI 2.0 allows developers to quickly create engaging dynamic AI with 100's of AAA quality features, all without having to write a single line of code! Emerald's editor is designed to make creating AI easy, yet incredibly customizable. Emerald caters to all kinds of developers and offers everything users would expect from an all-in-one AI system. Create any AI imaginable such as wildlife, zombies, wizards that shoot magic, NPCs, and more! Emerald's Setup Manager allows users to create AI in just seconds. Emerald includes 17 example scenes, well documented code, and a self-documented editor allowing for a low learning curve. Emerald's documentation, tutorial videos, scripting reference, and support are all accessible right from within the editor. Buy | Demo | Documentation | Script Reference | Tutorials | Video Tutorials Emerald AI 2.2 Version 2.2 is now live. To see all that it has to offer, see the post here: https://forum.unity.com/threads/rel...aypoints-and-more.336521/page-49#post-3796129 What's possible with version 2.2: Spoiler: More Demo Videos Note: The following demo videos are from Emerald AI 2.2's beta footage. This video shows the improvements made to Emerald AI's movements transitions. Movement animations now use a Blend Tree allowing for much smoother transitions between walking, running, idling, and turning. There are separate Blend Trees and states for both Combat and Non-Combat. This video demonstrates some different ragdoll deaths using Emerald AI 2.2's new ragdoll feature.The amount of force applied on death is customizable. It is also possible for AI to die from external sources such as traps or falling/rolling objects. This video demonstrates Emerald AI's built-in head look feature that allows AI to look at their targets or a nearby player. This feature is usable during combat to allow an AI to aim at their target and is also usable while the AI is wandering or walking to a destination similar to what's done in The Elder Scrolls series. The weight and intensity of the head look feature can controlled and is a completely optional feature. Spoiler: The Emerald Editor - Behaviors and Temperament - Emerald has 5 preset behaviors each with 3 temperaments to give you control over how your AI dynamically reacts to targets. Companion and Pet behaviors are also possible allowing AI to follow players around to assist them in combat. - Line of Sight - The Line of Sight feature allows AI to only attack or flee from targets that are visible from the AI's line of sight. This also keeps AI from being able to detect targets through walls or objects. However, an option is also available to not use the line of sight feature, for those who want more of a casual RPG target detection. - Built-in UI - A built-in UI system allows AI to have health bars, display an AI's name and level, and combat text. The settings allow users to customize the color, images, size, and position. The UI system will automatically apply your settings and rotate towards your player's camera as needed. - Built-in Ranged Combat - Emerald features a built-in ranged combat system that allows AI the ability to engage in ranged combat. Each projectile's sound, speed, timing, effect, animation, and damage amount can all be customized. Emerald will automatically apply all needed scripts, components, and settings to the projectile object. - Built-in Waypoint System - Emerald features a built-in Waypoint System that allows users to set a series of waypoints for an AI to follow/patrol. AI will still react to targets using their behaviors while following their waypoint paths and continue to follow them after their target has been killed or escaped. Waypoints can be set, added, manipulated, and cleared all from within the Emerald AI Editor using custom handles and icons. - API and Documentation - Well documented code with tons of API for advanced users. Emerald includes 17 examples scenes each demonstrating a different feature or capability. Scripting Reference site that shows and explains all of Emerald's usable API. Emerald's documentation covers every feature that you may want to use. The documentation is accessible right from within the Emerald Editor. - Animations - Emerald supports up to 41 animations an AI can use, allows users to change an AI's animations right from within the editor, and will automatically create and update an AI's Animator Controller. Each animation has its own animation speed control. Animation Events are used to allow an AI's attack animation to always be perfectly timed. - 3rd Party Integration and Other Support - - Fully supports Crux - Procedural AI Spawner - Fully compatible with VR devices such as Oculus Rift and HTC Vive. - UFPS (Tutorial covered in Documentation) - Invector 3rd Person Controller (Tutorial covered in Documentation) - RFPS (Tutorial covered in Documentation) - Game Kit Controller (Tutorial covered in Documentation) - LoveHate (In Progress) - Quest Machine (In Progress) [/SIZE] All Features Line of Sight Line of Sight implementation allows AI to only attack or flee from targets that are visible from the AI's line of sight. This keeps AI from being able to detect targets through walls or objects. This also allows users to implement sneak mechanics to characters. If Line of Sight is enabled, AI will go into "Alert Wandering", if a target is within range, but not visible. An option has been added allowing AI to have specific settings when in Alert Mode which can change their wandering range, wandering frequency, idle animation, and more. The line of sight detection can be adjusted for each AI to best match the model. An option is also available to not use the line of sight feature, for those who want more of a casual RPG target detection. This option will simply use a trigger detection. Built-in Ranged Combat Emerald's Ranged Combat system is built right into the Emerald Editor. Easy to use options and settings to get the exact effect you are looking for such as magic effects and arrows. When needed, Emerald will automatically apply all needed scripts, components, and settings to the projectile object. Sound, speed, timing, effect, animation, position, and damage amount can all be customized. Emerald will automatically use its object pooling system to create AI projectiles. Built-in UI System Health Bars, Name Text, and AI Level - A built-in health bar system can now be used to allow AI to have health bars as well as an AI's name and level. This is a completely optional feature. The settings allow users to customize the color, images, and position. The health bar system will automatically create a health bar according to your settings. The health bar system will automatically rotate towards the camera. The health bar system is intended for 3rd person. Combat Text - Built-in combat text system. This is a completely optional feature. AI that have this feature enabled, will see combat text when an AI takes damage. The numbers will reflect the amount of damage received. An AI's Health Bar, Name Text, and Combat Text color, position, and size can be adjusted. Visual lines indicate an AI's UI positions in real-time within the Unity Editor. Built-in Optimization Emerald's Optimization System that takes advantage of Unity's LOD Group system by disabling AI that are culled or not visible to help increase performance. This allow many AI to be in a scene at once while maintaining great performance. Supports LOD Levels of up to 4. The Emerald Editor has an option to automatically grab all of an AI's LOD Levels and optimize the AI object. Built-in object pooling system that automatically handles all AI created objects. Built-in Waypoint System Built-in Waypoint System that allows users to set a series of waypoints for an AI to follow. AI will still react to targets using their behaviors while following their waypoint paths and continue to follow them after their target has been killed or escaped. Waypoints can be set, added, manipulated, and cleared all from within the Emerald AI Editor using custom handles and icons. An AI's Waypoints will remain on a prefab object. Obstruction Detection All AI, including melee, use obstruction detection to ensure their target is not obstructed before sending a successful attack. Ranged AI will only fire if their target is currently visible. If a target becomes obstructed, the ranged AI will move its position until it can get a clear shot. However, this doesn't always guarantee an AI will always hit its target, such as an AI's target moving behind an object after it has fire its shot. This is to allow AI to feel fair and behave realistically. Powerful Easy to use Editor Easy to use yet powerful Editor built based on user feedback. Advanced AI system with no coding necessary. Users have access to all features and functionality right with the Editor. Setup Manager that allows users to create their own AI in seconds. Emerald will automatically create an Animator Controller. All the user has to do is set the animations they would like to use. Incredibly customizable with nearly anything achievable through the Emerald Editor. Multi-object editing support to allow easy editing of multiple AI. Low learning curve with self-documented editor that explains what everything does right within the editor. AI Actions and Functionality AI can independently detect if they are turning left or right. The ability to play an animation according to the direction that the AI can be set from within the Editor. AI have a customizable delay, while in fight mode, allowing them to take brief pauses before moving to the target position and attacking their target. This gives a AI a more realistic feel when in combat. A similar technique is used in other games. However, this feature is completely optional. AI with an active target, with a Cautious behavior and Brave or Foolhardy confidence, will look at their target. They will not attack until their "Cautious Seconds" have been reached. During this time, AI will have the option to play a warning animation and/or sound. After this time has been exceeded, AI will be switched to the Aggressive behavior and attack their target. This allows AI the action to act territorial. Tons of new API to make implementing Emerald with custom scripts and game mechanics much easier. When an AI wanders, they will not start their waiting seconds until they have reached their generated wandering position. This stops AI from generating new positions before they have reached their destination. Improved Animations Emerald 2.0 has improved animation blending making animations play reliably and blend with the AI's current actions/states. More animations have also been added, which will be covered below. Each animation has a setting for users to control its speed. Animations Include Independent turn animations for both left and right Warning animation for Cautious (Territorial) AI Alert animation for when an AI is in alert mode (this is optional) Up to 3 Graze/Idle animations Combat Idle animation Up to 3 Attack animations each with a setting to control the moment damage is sent or a projectile is fired. Walk animation Run animation Run Attack animation Get Hit/Take Damage animation Death animation Sounds Support for multiple Attack, Injured, Warning, Death, and Footstep sounds. Support for Animation Event footstep sounds to perfectly match an AI's movement animations. API and Documentation Well documented code with tons of API for advanced users and gameplay. Includes 17 examples scenes each demonstrating a different feature or capability. Scripting API site that shows and explains all of Emerald's usable API. Documentation that covers every feature that you may want to use. The documentation is accessible right from within the Emerald Editor. 3rd Party Integration and Other Support Fully compatible with VR devices such as Oculus Rift and HTC Vive. UFPS Integration Tutorial Invector 3rd Person Controller Integration Tutorial RFPS Integration Tutorial Game Kit Controller Integration Tutorial ootii Third Person Motion Controller Opsive 3rd Person Controller (Support will be added after it's finished with its latest update) Ultimate Survival (Support will be added after it's finished with its latest update) LoveHate (In Progress) Quest Machine (In Progress) Behaviors and Temperament Passive - Will wander around unless attacked. When attacked, it will take action according to its Confidence Level. Passive Confidence Coward - Flees when attacked Brave - Fights back, but flees after a set amount of health is lost Foolhardy - Fights back and will never flees Aggressive - Will attack anything that has its tags. Possibly have warning timer that's optional. Aggressive Confidence Brave - Fights aggressively, but flees after a set amount of health is lost Foolhardy - Fights aggressively and will never flee Companion - Will follow around their follow target and attack anything within their target tag list. Companion AI do not use the Confidence system. Pet - Will follow around their follow target, but will not attack or be targeted. Pet AI do not use the Confidence system Cautious - Wanders around until confronted by a target. When confronted, it will take action according to its Confidence Level Cautious Confidence Coward - Flees when a target is detected either by sight or trigger, which are dependent on the Detection Type. Brave - Will stand their ground for a set amount of seconds. If a target is still within range after the set amount of seconds, they will fight. Once their health reaches a set amount, they will attempt to flee. Foolhardy - Will stand their ground for a set amount of seconds. If a target is still within range after the set amount of seconds, they will fight and continue to fight until they are dead.