Intense Shooter AI v1.3
Real Time Goal Oriented Action Planning with Unity
New Generic Character Controller System
New Goap Planning logic
Check Forum Thread for more info
Main Features
- Advanced real time goal oriented action planning system
- Physics based Locomotion System without root motion
- Generic Gear System, gears are controlling the characters
- Weapon and Throwable Gear Systems
- Simple action/goal/sensor etc. scripting - Fully rigged 2 Shooter prefabs.
- Various Character Control Systems
- Sensors/Systems/Actions/Goals are scriptable objects which can be created in the editor mode for different behaviours of the same agent.
- Various optimize options.
- Example scene.
- Many debug options.
- C# code
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ChangeLog V1.3 (Main Changes)
a-Goal oriented action planning
-Goap logic of AI is much better now.
-All of the actions,sensors,systems etc. are improved.
-Planner chains actions starting from Goal conditions now. This gives much more flexibility to planning…
-Actions can request different preconditions according to agent’s conditions at the actual planning time, they can also -store imformations at planning time and then use those informations when the action is activated if they exists in -the final plan.
-Planner can chain all kinds of actions if requested while planning and more than once if needed. This behaviour is used on GoTo action of AI agents. There is not enough action to showcase this for now though but you can take a look at the action scripts to get the idea of the new planner action chain logic.
-Runtime cover checking sensor is available now.
-Enemy sensing is much better now with the new enemy manager sensor.
-Some sensor-action etc base classes implemented to help developing new ones easier.
-Blackboard is improved & used more efficiently
b-Subsystems
-Character control systems are redefined now and completely reusable.
-Throwing and weapon systems are defined by using these controller systems.
-Seperating them from one another opens up many opportunities. You can create new character controlling mechanics just by reusing them.
-Usage of those systems can be described with a basic example from the project:
-If a character wants to aim weapon, weapon’s character driver (also new feature) asks various controller systems for new controller objects it needs, like look ik controller. Then it says that character should look at enemy or forward by using this controller.
-So by using look ik character control system, you can create new behaviours like looking at friends, points of interests etc.
-This kind of behaviour was started to be used in the previous versions but now all of the systems are seperated and redeveloped for flexibility & reusability.
Some of the character control systems are :
-Gear manager
-Weapon manager
-Throwable manager
-Capsule collider manager
-Cover manager
-Locomotion manager
-Animator layer weight manager
-Limb ik manager
-Weapon & throwable managers are just modified versions of the new base Gear Manager system, this system is defined to make characters use different types of weapons/throwables etc. simultaneously. Even superpowers can be implemented with the new gear system when the need arises.
-You can discover more about the new gear-character-control logic by checking the weapon/throwable driver scripts.
-Basically you can define all kinds of different character controlling gears by implementing new gear(weapon,throwable etc.) drivers if you need. When you get the logic behind it, the things you can do with it, is unlimited.
-Locomotion manager is not using root motion now. It works smoothly both for input and navmesh and very easy to change locomotion behaviours at runtime with its controller object.
c-General
Environment tagging are better now. Its using unity scriptable objects.
Character objects like weapon grenade bullet etc, have item id’s now and all of them are instantiated at runtime by using ids.
Scriptable object instantiator window is more generalized now as there are much more scriptable objects you can use.
Weapons & throwables are reading character positioning data from xml files now. New scripts are defined to help you make the new characters use available gears quickly and save everything at runtime.
Debugging scripts are improved, and new ones added.
