ICode (AI For Mecanim 2.0)

ICode - Visual Scripting

Requires Unity 4.6.3 or higher.

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.

Examples
Documentation

Asset Store

Third Party Integrations:

  • PlayMaker
  • UMA
  • MasterAudio
  • Core GameKit
  • NGUI
  • Photon Cloud
  • SoundManagerPro
  • UFPS
  • Behavior Designer
  • A* Project
  • Apex Path
  • uGUI for Unity 4.6
  • MySQL
  • DOTween
  • Energy Bar Toolkit
  • Easy Touch 4
  • And others.









Removed old Demo

Looks awesome! Sadly so close to xmas iam broke :frowning: Will purchase it January!

Thank you, i just submitted an update to the asset store with a PlaySound action, that was realy missing hehe. The update is already in my own store.

Can I use your asset with this together?

I do not have this asset, but i do not see why it should not work. If there is any problem i can try to help or refund.

Killer AI system. I am glad you got an asset on the store.

I cant wait to see this added you your other kits. Great for boss fights.

Thank you, the update was just accepted.

I though it is against Asset Store’s EULA to sell cheaper on your site while on Asset Store it is still 70$…

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 seems incredibly useful, but I had a few quick questions:

  1. How extensible is it? Is code included, or is it a dll plugin?

  2. How much access do you have via code to change the current AI state?

  3. How resource intensive is it? Compared to writing your own state machine?

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.

  1. 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.

  2. Well you can fully change a state or extend the state.

  3. 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).

There is no formula editor but this is a great idea, i am going to implement that. For now you can just check something like this:

If health is less then x% and other attribute is less then y % transition to z state(do healing or something) transition back to attack state.

I am going to see if i can integrate a formula editor.

Edit: Formula editor is integrated and this can be achieved now.

Currently it is not visualy linked.

Edit: Integrated visual debugging.

The demo, when the character is attacking while I move away, it will slide forward while attacking. Is that intended?

No sorry, i just added a new condition IsName from http://docs.unity3d.com/Documentation/ScriptReference/AnimatorStateInfo.IsName.html
it fixed it. The demo will be updated soon.

Version 1.1b is availible in my store and submitted to the asset store.

  • You can now add a custom formula.
  • Changed Animator Actions to Update, Update contains the same actions
    as in the state actions, howerver WaitForSeconds will be ignored.
  • Added conditions for Formula, IsName, InTransition.
  • Added dropdown menu where possible.

Hi, I’m looking at your Attack example. So it does a distance check against a Target. How do you use a Trigger, e.g to set the Target?