Hello again. Just some quick news regarding coming project update.
Next update for Angry Droids is coming up. It will be mostly visual update and it will feature new textures, updated effects and geometry, with some tweaks and fixes in demo scripts.
To give you a quick idea about new visual level, here is a fresh project screenshot. All models here share same 2048 square textures (diffuse, specular and normalmap).
P.S. Still considering whether droid color variations will be made using shader or textures. In some of future updates Iâm planning to add different meshes (with different design) for droid parts like heads, parts of body, legs and weapons.
Hi, i purchased this asset last night, and the bots look great, but i am having some issues i was hoping you could help me with
First, is there documentation available or upcoming? Iâm not very skilled with coding, and donât really understand how all the scripts are working together. this leads into the second issue, which is that the asset doesnât really âjust drop in and it worksâ with all projects. i have tried it with both Unitz and Gravity twist controllers and the bots target the player inconsistently if at all, and when the do shoot, they neither receive nor apply damage. Ideally i would like to have exposed variables in the inspector to select what tags the ai targets, including the ability to target multiple tags. this would make the asset much more useful in a variety of projects.
also, the bots donât draw in until quite close to the camera, iâm guessing this is a setting i need to change, but have no idea what it is.
finally, and this is more of a wish list item, is it possible to rig the bots themselves for direct player control?
thanks in advance, and thanks for a really nice asset! Iâm sure for someone with more experience / skill these are probably not big issues, and the animations and design are really top-notch!
Documentation is available here, though itâs not full, Iâm working on it for upcoming update.
Iâm not aware of how Unitz or Gravity twist controller do weapon/damage interaction, so droids shouldnât do any damage, instead they should log a lot of errors into console. Weâll find a way to fix this. For starters try adding âHealthâ component to your player prefab.
For bots to follow player it has to be tagged with âPlayerâ tag. Theoretically, there can be a lot of Players (each with âPlayerâ tag), but I never really tested that case;
Drawing bots is an AngryBots-like optimization behaviour, if you dont want that, just disable AIActivator script and SphereCollider on Activator child object from any droid you use.
Player controls are possible, but I need time to implement it.
Hi! Guess itâs time to make a little announcement. New update is almost ready. Right now Iâm working on some fixes for AI, adding some requested features and some new hot things like:
Also player detection is more generic now, bot reacts on any object with different tag and health attached, so in theory (not tested yet) you can setup two bot armies with different tags like âPlayerâ/âEnemyâ and start a little clan war.
I have added sounds support in several places, but I still dont have decent sound clips to include into project. Donât worry, next update will be a true audio update with sounds all over the place
Both droids have animations ready and this weekend they will get theirs weapon ready and in place, and hopefully if everything is good next week Iâll submit update to asset store for revision.
Question about shaders: I just bought the pack and saw that you are using a custom shader, is it possible to use them with the standard shader? When i changed to standard the droid turned white and ignored the texture, do i have to change something else or will they only work with the custom shader?
Bots use RGB mask texture for colors Red channel - primary color Green - secondary etc. So they canât work the same way with standard shader. You can create diffuse map yourself by replacing red,green and blue colors in mask texture with colors of your choice. I plan a material editor button with that functionality in later updates
I have a question about your gatling âprojectilesâ. I looks like there are no âprojectile objectsâ for this one (like for the rockets etc). Looking at the code you are raycasting directly from the barrel to the target and deal direct damage without âprojectilesâ for this one, but it still looks like there are flying projectiles from the gun to the target, so my question is what are these âprojectilesâ since i canât find a gameobject, are these light effects or particle effects? in the GatlingWeaponAI Script i can find different light/particle system for the hit effect, the shot effect fire / smoke but i canât find where the gatling âprojectilesâ are created, i tried to pause the sceen right when the gatling is shooting at me and i also canât select anything, so i guess itâs a effect created in code and i missed the lines.
Can you tell me where/how the gatling âprojectilesâ are made?