I’ve created my own AI developer tool designed around the day-to-day task management of characters to breathe life into worlds. I’ve launched it as an asset on the Unity Asset Store which is currently on sale for 50% off. The tool is designed to be easy to pick up and use with enough depth to create the roles and jobs you want. From a trading cavern, woodcutter or ship loader all is possible with this system. The tool has visual scripting which uses typical real-world terminology to break down a job into its components. This results in the focus being on describing the Job rather than conforming it the tool. Check it out now if you want to remove the hassle of adding AI to your towns and worlds!
Unity Store: CIVIL-AI-SYSTEM | Behavior AI | Unity Asset Store
Trailer:
Feel free to ask me anything about it!
Hello! I just found this asset and noticed it was new (added just as I needed a system like this for an open world game). I do have a few questions if you don’t mind.
- Can this system be used for wildlife also (animals eating, hunting, sleeping, mating).
- Can this be used in an open world so that a traveling merchant can be “miles” away and come into town, sell his wares and then travel back to another town “miles” away even if he is culled off-screen?
Basically I need world simulation so that key NPCs will still be simulated even if they are off screen. Thank you!
Hi GamePowerNetwork,
Thanks for checking it out! In regards to your questions…
- Wildlife it could be possible to achieve this quite easily but isn’t fully what the system is designed. Finding food, hunting, sleeping and mating could all be achievable with this system
- Yes it can! Culling I can’t see any problems with as long as the GameObject it is attached to was still active (So could disable animations, rendering etc).
This does sound like a perfect solution to your NPC being simulated, we do provide support and feature request support as well so any issues we will try our best to help you out.
More than happy to help out with any other questions you might have!
Thanks so much for the quick reply. That helps out a lot with my decision! One other question I forgot to ask. Can NPCs be interrupted for dialogue moments (using my own dialogue system).
For example if a Blacksmith is heading to work, can my character interact with him (using my custom interaction components) and cause the Blacksmith to wait on our interaction to finish before continuing with his daily work?
No problem, here to help!
Very good question, so currently not but does seem like a very easy thing which we could add in and we would be more than happy too
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Sounds great! Well you have yourself a new user here. Going to purchase now… and if you don’t mind a suggestion, enabling “Discussions” on the Github would be awesome (or even Discord if you’re feeling brave lol). Either way, I’m excited to see how this tool grows!
Congrats on the release!
Perfect, so happy you’ve decided to buy it!
Very open to suggestions, Github I’ve gone for a more refined approach to start off with (of course based on feedback open to change), allowing for two types of requests, new features and bug reports (Sign in to GitHub · GitHub).
Discord I think might be useful a bit further down the line when their is a bit more of a community but for now more than happy to jump on a call if you run into issues!
Thanks for being the first customer!
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Just wanted to say a huge thank you for everyone who have brought this asset so far. It really means a lot.
I’ve since rolled out two small updates to the project which can be seen below. If you have brought it leaving a review would mean a lot (CIVIL-AI-SYSTEM | Behavior AI | Unity Asset Store).
Patch 0.1.2 (17/10/21)
- Fixed issue with Building project - Added ‘#if UNITY_EDITOR’ flag around editor sections
- Added in a prepopulate world function - Allows for removal of process at start of scene, can increase performance and improve continuity between loads
- Added a ‘Pause’ function to the NPC’s - this allows them to stop what they are doing and will continue like so with their action after the pause is up (and during work hours) - Wiki section can be found here
Patch 0.1.1 (11/10/21)
- Fixed issue with out parameter ‘actualID’ - Functionallity has been checked and looks to be working, hotfix does seem the correct way to go
- Added in a ‘Fix Scene’ action within '‘AI Manager - Performable Actions’ - this sorts out the layers of objects within the active scene (Wiki has been Updated with this)
- Fixed Title for ‘AI Manager’
Still more than happy to answer any questions people may have.
To buy: CIVIL-AI-SYSTEM | Behavior AI | Unity Asset Store
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