Easy AI is a Visual Node Editor for behaviour AI implementation designed for everyone – programmers, artists, designers.
Easily create and modify dynamic AI Behaviors for your game project with these simple actions for C# or with the NEW VISUAL EDITOR.
Quickly make AI behaviors.
Easy AI removes all the difficulty of programming complex AI behaviour. Using the most powerful features of Unity and C# behind the scenes. Easy AI avoids complex logical conditions.
I was looking at your C# Easy AI but I had a question whether the following scenario could be accomplished with your AI editor.
Here’s the scenario for the AI I am looking for (I thought you had a 3D path finding library, too?):
Enemy should have a configurable distance of sight, does not see through things (the player can hide) and may be able to see further than other times but depending on health status.
Enemy should have a configurable sense of smell (similar to sight but smell can go around objects)
Enemy should have a configurable sense of hearing (similar to sight but smell can go around objects - may be muffled by object, though)
If enemy detects any of these it should seek after the player using basic path finding unless health is too low and their is a source of food closer (those animals\creatures would be bound to the same rules as the player: sight, sound and smell.)
Food may be a living animal that enemy attacks\fights for nourishment.
It’s asking a lot but I wanted to get a sense of how flexible your visual editor is.
Hey, there! This looks like an interesting product and I can wait to test it out on my enemy. Does this work for Unity 5.5 Personal Edition? Because I’ve looked all over the Editor for the “Easy AI” and for some reason I can’t find it. Is this a bug or is it exclusive to Unity Plus and Pro? I’d really appreciate it if you could get back to me as soon as possible. Thanks!
Hi, this works fine in Unity 5.5 Personal Edition, I recommend you to create a new project and import again Easy AI. You can find this in Window/ Easy AI Node Editor
Thanks, I found it! This product is incredible. Better than most AI systems on the Asset Store - and for a reasonable price. I look forward to future updates!
Thanks for the reply! Hey I’ve just now been reading the manual and I think this is what I’m looking for but I had a quick question maye you can help me with.
Here is my setup:
I have 2 army’s both with melee and ranged attacks, one army is attacking a castle, I would like the enemy to have the goal of going to a certain spot on the castle and destroying the castle while fending off protecting knights. So they would move towards (goal) the main part of the castle and attack it, but knights are there to protect it. So the enemy would battle the knights and when none are left alive they continue to destroy the castle. When knights show up they stop attacking the castle and kill the knights - rinse and repeat.
Also, if possible, could I setup villagers to repair the castle, for example, when the castle gets destroyed they go to that spot and pretending they are doing something as the castle’s health rebuilds itself. Sorry for the long explanation, I’m just trying to see if I can do these things with your asset?
Hi,
The plugin looks good , but it’s not up to date , it doesn’t work with Unity 5.6.0f3.
Does it supports creatures pooling (unpooling) and culling to deactivate objects far away ?
(It would be better to not have disturbing music in video tutorials, spoke explanation would be lot better).