Quickly make gameplay prototypes, A.I. behaviors, interactions between GameObjects and more. The interface and workflow is similiar to the mecanim system, no need to study completely from scratch. Hundreds of actions and conditions are already availible and more are coming regularly.
i dont see that the problem is, its nonexclusive license and many authors do have temporary direct sales / discounts on their sites and other places they sell their assets. in fact many authors right now selling the very same assets they sell in the unity store 50% of less cause of chrismas/winter. you can see all the advertisements in this forum. its hard for them to do a 50% on unity asset cause in addition they close 30% to unity… the only question is what about differences in license rights/limitations, ect and what about updates, unity asset store u get all the updates without having to pay more, and if you buy directly from them you have to get your updates from them and it wont be registered / showing up in unity asset store.
This is not the regular price on my store, it is for a limited time, if unity would put my asset to the 24 hour sell or winter sell, i would be also happy.
You get the source code, there is one dll file included, but it is just my often used static methods and you get also the source in a zip for it.
Well you can fully change a state or extend the state.
The AIRuntimeController does not take that much resources, it is just a holder of a List with states and executor. There is not mucch diffrence beween writing a simple state mashine and this one. However the editor makes some more calculation, in my opinion it is not that much important, since it has no influence to runtime.
Definitely intrigued. Can the machine evaluate expressions? I.e. can state attack transition to state retreat if (health + armor) / confidence is less than value retreatAt?
I’m also curious if the state machine state is visible at runtime the same way Mecanim is (for debugging).