RAIN{one}- Artificial Intelligence Engine-RELEASED

ATTENTION Current RAIN{one} customers: If you need a copy of RAIN{one} or have any support issues please contact us .

If you are looking for our full free AI engine, RAIN{indie} please click here.

RAIN{one} v1.2 is now available

Hello Unity!! My name is Jester! Myself along with the Rival{Theory} Team are here to answer your questions about RAIN{one}!

We are here to assist you in all of your projects. We will do our best to answer your questions quickly and completely.

Some of the major features of RAIN{one} include:

  • Pathfinding, Pathfollowing, Navigation Graph Generation

  • Behavior Trees

  • Goal Oriented Behaviors

  • Locomotion

  • Sensors

  • One-Click AI Configuration…and much more.

We have API documentation, User Manual, Tutorials (more on the way), Code Samples (more on the way), and Full Support. We are going to be updating regularly with new features based on your feedback, so don’t be shy!

The next scheduled update will be around July 30th, 2011. Some of the features we are working to include are, upgrades to Obstacle Avoidance, Integrated Behavior Tree Editor, Additional Tutorials and Code Examples.

Here are some helpful links to get you more familiar with RAIN{one}

Support Page: http://support.rivaltheory.com/ (documentation, tutorials, forums and more)

New RAIN{one} Wiki Doc: http://support.rivaltheory.com/rainone/wiki/doku.php

If you have any questions/comments please email us at support@rivaltheory.com

Good luck on your projects!

-Jester

sound interesting, going to give it a try :slight_smile:

Well I have to say, having watched the videos, that this looks interesting

I have to have a play and see what I can do with this and how it links in with other assetts that I use.

The videos clearly show a very simple implementation, I really would like to see some of the more complex stuff including full nav grid and avoidance, but I assume thats coming in the vids soon. :slight_smile:

Regards

Graham

Is there a trial that i can have my hands on. There’s a thread somewhere discussing bout using this plugin but there’s some mixed feelings about the plugins. So i was thinking perhaps a trial or more showcase on what it can do rather than just tutorials. :smile:

no trail=no way

oh, sweet, I can use this–one hun, - on second thought, learning to code AI can be good for me.:slight_smile:

It’s looking pretty good so far, I like what I see, but I’m not convinced on buying it yet. I may need to wait on the tutorials finishing up or a feature breakdown in action to be sold. Not to mention the performance under the hood. Are the behaviour trees instanced? Can behaviours be easily shared among different kind of prefabs?

Free trial would also be helpful :smile:

Will give this new version a go next week to see how it works in action and if my time allows me writting up a detailed blog for the “no trial no way” guys that miss out many great things on the Asset Store already.

interesting … I am waiting for the next tutorial …

Hello everyone! The next tutorial will be posted this week along with the first update. I forgot to post a link to our blog for anyone interested http://rivaltheory.com/blog

We support this post along with a thread that was started earlier http://bit.ly/ngJIgJ, Unity Answers as well as the forums on our own website http://support.rivaltheory.com/. I look forward to hearing from you.

unbelievable Finally a full AI solution
i hope its as good as you say
im buying it anyway :slight_smile:

Thanks mrbdrm! Let us know what you think. :slight_smile:

Hi there- sorry I also posted this question on your forums- Basically, I’m interested in your product, but have a specific enemy setup, and want the enemy AI to control the enemy ship identically to how a human would have to control it. In my case, it’s a 2.5d space game, similar to star control or asteroids, where the rotation is not physics based, just rotating in place, but there’s a thruster, which adds force in the direction the ship is facing. The rotation speed and thrust amount is subject to constraints, which the enemy AI should experience, in the same way the player does. As such, your default behaviours which directly apply to the rigidbody wouldn’t work for me.

My question is, once I’ve setup AI behaviours using your technology, how hard is it to write a custom AI controller that takes that information and translates it into appropriate keypresses / rotations to simulate a human playing the same role?

Thanks!

the ships, for added info, are y position locked and x/z rotation locked, to effectively constrain them to a 2d plane. As stated, the rotation is not force based, but simple rotation with a maximum number of degrees to simulate different speed turning circles, and then a simple forward-vector thrust.

And you nswered here, thanks! http://support.rivaltheory.com/forums#/discussion/16/is-this-ai-suitable-for-a-specific-control-setup.

Here is the response from Prime on our website forums for anyone that didn’t see it there.

"The steering behavior components that drive the current PathManager are accessible in code. You could easily use those directly and then apply the results to the Agent. RAIN supports both instantaneous velocity and acceleration based movement and rotation.

I think you would want to do this in your case, as the base pathmanager setup uses instantaneous velocity and a starship game should use acceleration.

The agent.Kinematic supports an AddForces method that allows you to apply accelerations. You could use an AIKinematicController to actually apply the forces to your gameobject, or you could do it manually.

If you use this setup, you only need a few lines of code to use the steering behaviors and then apply the Steering to the Kinematic. This won’t interfere with your use of behavior trees or goal oriented behavior.

Let me know if you need more detail."

Hello all! We noticed that our newest update requires the user to upgrade to Unity 3.4, our first product release was for the Unity 3.3 version. Does anyone have strong arguments that we need to support Unity 3.3?

no stick with the 3.4

also when are the new doc’s / video tuts coming?

Hello everyone,

update 1.0.2 is now available on the Unity Asset store. Also, the Behavior Tree documentation has been updated.

RAIN{one} v1.0.2

Bug Fixes:

  • Fixed variable loading in behavior trees
  • Expanding box sensor no longer resets when it detects an Aspect
  • Improved recast in certain geometries
  • Removed extraneous logging messages, especially around “Failed to load QuadFieldGraph”

Feature Changes:

  • Added repeatuntil attribute to behavior tree nodes
  • Added base behavior tree xml file creation
  • Behavior tree now takes a root node name to start from
  • Behavior tree variables are now accessible through actionContext (you can use as the type)
  • Behavior tree node names can now be blank (root node should have a name)
  • Sensors now default to the layer of the object to which they are attached
  • Added SphereSensor
  • Added support for graph wireframe to path manager for whole scene recast

Thanks!

I’m interested in evaluating RAIN{one} because it’s an all-in-one solution, but have some reservations based on bugs starting to emerge in forums.

  1. I have a single TerrainData of dimension 2000x2000 with a heightmap resolution of 513. I want to be able to generate a Recast NavMesh from this terrain, specifying layers that aren’t walkable on like water and buildings at generation time. Have you tested RAIN{one} on large pieces of terrain?

  2. Can I save out the generated navmesh as it’s own file, via API or Editor functionality? Without having to write a custom exporter? Or detach the mesh entirely from the solution, and use it in another product such as AngryAnt’s Path 3.0 due within the next few weeks?

  3. I place buildings on the terrain during run-time (flattening the terrain underneath), and update my current navgraph to set nodes under the new building as unwalkable, and re-run the physics raycasting to update the navgraph in the affected zone. How does this requirement fit with the navmesh generation in RAIN{One}? I had been using a simple grid (see image link below) as this gives me a fine control over walkable nodes, but it consumes too much memory. So I swapped to using quad-tree post processing, which reduces the number of nodes, but I lose granularity of walkable nodes under a building. I’m still searching for the optimal solution, and being able to generate a navmesh in Unity, export it, hack away areas in 3dsMax, and then reimport it for use in a Pathfinding solution seems like a good avenue to try.

Simple Grid:

Quad-Tree Post Processing:

  1. Is there a money-back guarantee in the event the product is not fit for purpose? Because RAIN{One} hasn’t been out in the wild very long, the list of issues will no doubt grow, and there is a risk where I say enough is enough, and have to drop RAIN{one}.

It looks a very promising product which I can’t wait to evaluate, I’m just holding out for some more example videos that are more appropriate to my RTS God game.