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.
Discussion in 'Assets and Asset Store' started by icetec, Aug 11, 2015.
Cheers, I'll download 2017.4.13 which was released on October 12th this year. Fingers crossed
I’m pretty sure the last release of ICE was for 2017 versions, I get some bugs here and there, but I had that with previous versions of Unity as well. I think you’re pretty safe sticking with latest 2017.
It does work with 2018 if you deal with the audio = null issue described earlier in the thread.
I do have an issue with the creature register and objects if anyone can help though :-(. DO you have to have all objects in the scene to use with ICE. I have some food which I need to change the tag on toallow different AI interactions but that means "Myfood" tag is not in the scene initially. Is there any way around this issue?
To give a bit more detail when the player picks up a food item they can then feed the AI. So I change the tag of the food so the AI then interacts with it. But it is not finding the tag in game because it was not there initially. Any ideas?
Is there any tutorial on how can flying creatures attack while on air?
Here's tutorial link regarding flying Ice_CC on YouTube.
Hope it's helpful.
Tnx for the reply but I already did that. What I want to accomplish is I want my dragon behaves like in skyrim where the dragon will randomly fly and circle around then attack the player with long range attacks and when its health is low it will land and attack the player.
Hello all, I'm hoping for a little bit api help if possible. I'm trying to get a reference to the current target for player (Ice player) and any AI that might target another AI or player. Anyone got an idea of how to get it?
Thanks all and happy holidays.
Any of you guys tried the (relatively) new Eliot AI or Polarith AI packs as an ICE replacement?
Any positive experiences?
I am use Emerald AI and with the improvements he is making, I think it will be up there soon!
I haven't tried them but from reading the docs I'm not thinking to change. Emerald is good for enemies etc.. and is about to be updated with some nice new features. The emotes feature might even be able to add the things I need from ICE for my current project so I can see myself switching to that totally in time. MY next game is just emerald although I don't need some of the features my current game uses ICE for.
I think this might be what you're looking for to get the current GameObject Target.
7.3 INTERACTOR TARGET
Interactors are mostly objects of interest, which will be normally interesting for other objects of interest as well, such as the Player Character or other NPCs and therefore such objects have to be registered in the creature register to provide a quick access to relevant data during the runtime. For this reason, you have to use the popup to select your desired interactor. If your desired interactorisn’t listed currently, switch to your creature register to add the interactor. Please note, that yourinteractor object doesn’t need additional scripts to be listed in the register, unless your interactor is a player character or a NPCs, which is not controlled by ICECreatureControl, in such a case you should add the ICECreatureResident Script to your interactor, which will handle the registration and deregistration procedures during the runtime.
really still people using this asset even when its dead..
And I imagine it's more broken than ever under Unity 2018.3 with its fundamental changes... It's time to ice ICE.
Emerald is OK, but Eliot seems to be more promising.
I agree when a plugin is no more supported it's better to move on.
Ice had great ideas, but i imagine it has been a nightmare to maintain the interface and code for the author; while it would have get an heavy simplification if it has used graphical behaviour trees and perhaps it would still be supported.
Emerald is not really modular, it is premade AI with lot of common behaviors and things you can tweak, while Eliot looks more like Node Canvas a behavior tree system to make your own very custom AI.
You should choose depending on what AI you expect.
It's like Third Person Cover shooter that has twekable premade behaviors, you are limited to it's premade behavors.While Invector new FSM AI let you make your own custom behaviors.
One is premade you have less work, the other needs some more work but you have full creativity to make custom ai.
For very common AI like many action games Emerald will be enough. But to be able to create your own specific behaviors Eliot (or other behavior tree plugins as i don't have Eliot plugin ) is the way to go.
With it being a scripting asset then its not really broken and when api calls have changed it's pretty easy to update. There is still nothing around that comes close to ICE, I don't plan on leaving it until there is something as good to use. If anything I seriously considering getting stuck into it and extending it myself.
Thanks for that. Hopefully should be the trick I need to finish the integration with Love/Hate.
When an asset dies it doesn’t mean your project is finished.
When Unity does another frequent update or complete overhaul, it doesn’t mean you use it and sometimes start over. When I’ve tried that, it has set me back so much due to bugs and incompatible assets that also need updating, it has meant starting basically from scratch.
Sometimes, as small time developers, we have to use the tools we have and save up for a change that will overhaul our entire project.
I wish I had the money and time to just drop every asset that is not supported, but I don’t have enough of either.
If only the asset developers would have the decency to not let their assets die until my project is finish.
Merry Christmas everyone!
View attachment 349942
I had fun putting this card together and thought I would share it with everyone.
Snow and haze by Weather Maker
Landscape by Landscape Builder and World Creator 1
Clouds by Fog Volume 3
Trees by Forest Vision
Placement by Vegetation Studio
If y’all find that behavioral tree alternatives for NPCs are driving you crazy then also consider a tabbed interface NPC AI such as ORK & Makinom, the learning curve is on par with ICE but I think you’ come love its powerful and very capable features.
I'm using it with the latest version of 2017 and it works fine, seems no reason to abandon it. There is a possible free alternative though, I've downloaded it but haven't tested it yet. Worth noting that it got an update in earlier this month.
I downloaded when it went free, but have not tried it.
I too and now looking for alternatives to ICE. I have a new project where I can use Navmesh for AI units so I'm not stuck using ICE. I'm considering Opsive Behavior Tress and Movement pack for NPC's and enemies. Anyone else have a good or bad or limited experience with his product? I am using his new reworked Ultimate character Controller asset so would be convenient to use the two products together.
For others looking for AI alternatives, I can say that so far I am extremely impressed with Eliot AI. I'd give it a shot.
Behavior Designer can do anything that ICE could, and a lot more. Also, the recent 1.6 update is pretty big. Honestly, I've ditched both ICE and Emerald for BD recently.
There are folks here who claim that "nothing comes close to ICE", but I'm sure they never gave BD a chance. I don't really blame them since it's almost 3x more expensive than ICE when you also buy BD's essential packs.
Awesome man, thanks for the feedback! Yeah, it looks really good - I only hesitate because its a new system to learn and I'm hoping there are some out of the box examples. I learn best from looking at functional examples and pulling it apart and rebuilding.
I don't think behaviour designers ability to do it all is in question, just the time it takes to implement behaviours and the learning curve make it less than optimal for some. I'd love some more info on it though from some one who moved from ICE to it. How do you deal with animator controllers? Now that I use other systems that link into AI like Love/hate, Quest Machine I am considering moving to BD in the future. Is there a scripting API and how did you find it's learning curve.
BD's scripting API is actually simpler than ICE's. For the most part, you'll just re-use one fairly simple template to write different custom tasks (nodes in your behavior tree). So you just need to familiarize yourself with that one template.
The initial learning curve is steeper than ICE, though. With ICE, you just drop the component on a GameObject and it immediately does things because the behavior is mostly hard-coded. With BD, you need to define the behavior tree, which means you need to learn how behavior trees work. But since they're so popular there are many good tutorials on the net. Check BD's addon packs, too, such as the Movement Pack and Formations Pack. They take care of many fundamental actions such as detecting things in the world and moving around.
Integrating Ultimate Character Controller with ICE this week. Got the listener for ICE damage on the Opsive characters working easy enough. I cannot find a reference to the Damage method for UCC to listen for though. Anyone out there already sorted this?
**Update - Opsive has added the Callback to the AI documentation page on their website.
Anyone know offhand if and what the Event is for OnDeath? Having a hard time finding it. I know I can store the float for healthinpercent but its more overhead to constantly check that than listen for the OnDeath event which I imagine is somewhere. Anywho, thanks in advance if anyone knows it. I found a bug in the DEAD behavior. I want to use the event to fire a custom event I have created, which does work. However, no matter what option you set for when to fire the event in ICE, it ignores all of it and always uses the remove delay set in the DEAD essentials tab. This isn't working for me because I need to get values off of the ICE creature BEFORE its removed, WHILE the object has been spawned. Of course it only spawns the object AFTER the removal of the body heh. S
**UPDATE** My solution for now is simply to only check health when the ice entity is damaged, then fire off whatever I need manually when we reach 0% health. Using the new UCC and just integrating damage and health monitors manually at this point.
Do you have a link? I can't seem to find it.
Hello folks. Using ICE in a new project and remembering some of those old issues. Has anyone EVER gotten the Footsteps functionality under Environment on the Character to work? Using it in a non-procedural environment this time and I still cannot get the steps to work in any fashion. I have the texture loaded that I'm using for the mesh ground with footstep sounds and effects hooked up but I get nothing. I wonder if there is a super secret toggle somewhere else that needs to be set in order for this function to work. Any advice is much appreciated.
**UPDATE** I found it! And now I can use the function in Astral Terra lol. It's so simple yet silly considering how many things I tried. I noticed, finally, that the only difference between my character and the ICE characters whos steps work, is the Curve. When setting up new steps, the Curve is left null for some reason. All you have to do is click and set and boom, footsteps now work lol. Live and learn. I cannot however get the Effect to work still. Even when put on interval. I've tried with DETACH on and off, mounted and unmounted.
It’s a few pages back, but I personally had problems with it and so just stuck with 2017. Ice works flawlessly in that, and so do other deprecated assets so I didn’t feel the need to upgrade, plus the latest updates have made 2017 a very secure editor and hasn’t crashed on me once.
Hi, is there anyone who is chummy with Pit enough to talk to him about releasing the source code?.. Not trying to beat a dead horse here. But perhaps he's in a different place since he chose to deprecate the asset.
I've been using Eliot AI extensively (which is constantly updated and getting 5* reviews), and I have to say that ICE was better and more ambitious.