We’ve released the first AI prefabs on the new shop.unityprefab.com
Here’s what they can do:
Light-Weight 2D AI Prefab
Includes:
Edit waypoints visually
Define simple behavoirs and movements in the editor
String behavoirs and movements together as you wish to make your character work exactly the way you want
ENEMY BEHAVOIRS:
With this kit, you can easily make your character:
seek chase a target (gameobject)
flee from a target
wander around the platforms
travel through a set of waypoints
When it comes to waypoints, you can define how to loop through them:
‘forward’ (moves enemy to the first waypoint at the end)
‘reverse’ (moves enemy backwards to the waypoints assigned to him)
‘random’ (moves through his assigned waypoints randomly)
‘none’ (makes enemy stop at the end of his waypoint queue).
ENEMY MOVEMENTS
You can tweak the style of movement to fit your character.
For lineair movement, this is done by simply tweaking variables like:
speed
maximum speed
super drag
fast drag
slow drag
heading
flying (to make flying enemies not bound to gravity)
However, this prefab also allows you to define your own movement styles (with jumping enemies, etc), and merging these together with behaviors, you can go as complex as you wish!
Please check out the demo, this simple Mario-style game was built in under one hour to showcase the AI prefab.
3D coming soon, although this AI is perfectly capable for 3D waypoints (!), the examples are for 2D at first, but a 3D specific tailored package will come soon.
Cheers!
The AI is generic enough to function in 3d games, but “out of the box” there isn’t robust support for it. A 3D variant of this AI with more robust 3D support is in the works, but there is still some need for discussion amongst ourselves to figure out which features are vital and which can come later. “3D AI” is an extremely open-ended concept to work on. So in short… we’ve got some stuff in the pipeline for sure… but we cannot provide a time frame for when this would be “done”. We could just release what we have… but it would be more of a headache to everyone than it’s worth atm.
So if I was making a racing game, would this be good to buy? One thing I would like about the ai system is if when the player bumps into the other cars, it moves a little and gets back on path. Would this prefab do that?
AI is a tricky and often sensitive subject… this “2d AI Prefab” is really a set of helper scripts to assist you in setting up simple or complex AI of your NPCs. We tried to make as few assumptions as possible about what type of game this AI would be used in… so it would remain flexible.
Getting back to your particular example, this AI is waypoint based…and each NPC can be set to loop through it’s waypoints in a specific manner (for instance from first to last and then back to first… or from first to last and then backwards through the list… or of course not at all).
For the purpose of this racing game you are talking about, if you were to set waypoints along the track and set the waypoint radii (wow I said radii) to allow for a “buffering” zone to make sure cars don’t all pile up… you could definitely use it for this purpose. You could just use Unity’s physics engine (or roll your own) to deal with car collisions and “bumping”…and you could even define behaviors to react when an NPC is bumped… The system is quite flexible… and could certainly be used for what you want.
Now… with that being said! Out of the box the system will work for you… but it likely won’t be exactly what you want. You’d have to code ways for the cars not to “cramp up”. In short, yes this system would certainly allow you to set something like this up… but you likely have to do some coding to get everything behaving exactly like you want.
So I was on the website a while ago and realized that the selection menu for Artificial Intelligence (Enemies) still has a coming soon next to it, Im guessing this is a separate AI setup than the one currently in this thread?
I am very interested in the turret AI prefab but it is missing one component that I really need. The ability to change the degree of where it fire. So say I just want the turret to start off firing no more then 90 degrees left and right and up and down. And later on the degree of where it fires is higher allowing me to ramp up the turrets in higher levels. If you get this feature in I will definitely but it.
Not let the turret fire all 360 degrees around it. Allow me to tweak where the turret can fire. So say if you are behind the turret it wont fire at u. But if you get in front of it will. So say for a tower defense game you can up grade the degree of where it fires.