**NOTE: RaptorAI 1 has been depricated and overtaken by RaptorAI 2. You can find the new RaptorAI 2 thread here. **
RaptorAI is an AI engine designed for programmers to easily create AI behaviours using states. It is based upon a finite state machine that does everything for you.
There are lots of different FSM packages out there, what makes this special?
RaptorAI is not like any other FSM package. RaptorAI gives you the most flexible system out there and is object oriented. Also, RaptorAI is not just a finite state machine. Advanced waypoints and senses make RaptorAI something of its own. By purchasing RaptorAI you don’t just get the state manager, but also the other things you need when creating your AI.
Included in the package:
Object oriented state machine system
Advanced waypoint systems + BFS algorithm to find all possible paths
Runtime support
Cross-platform
Full source code
Senses for detection of objects + 4 different visual detection methods
Navigators that support any kind of pathfinding library + navmesh navigator for using unity’s built-in navigation system out of the box.
System for communicating between different states
System for finding AI components fast and easily
Tag system for tagging different AI’s
Customize how often states should be updated to maximize performance
The navigation is handled by subclasses of the AINavigator class, so navmesh is not strictly required. You can create your own navigators to suit your purposes or use one of the provided ones. Currently there are only one pre-made navigator that navigates using the built-in navmesh system of unity.
I started working on a small maze environment now which will be available soon (not procedurally made). This will be included in the upcoming version in the asset store, but I will also create a video demonstrating it.
RaptorAI was made to fit as many game genres as possible, so using it for a maze / dungeon environment is going to work just fine. The best way to do this would be to create a waypoint system that covers the entire dungeon. If your maze is procedurally created it could be a bit tricky to create the waypoint system since it’s not designed for procedural creation yet (it is possible, but you would have to programatically set each connection between the waypoints).
I hope this answered your questions. I am also open for suggestions
New version (1.2) pending in the asset store! It includes the following changes:
Updated AI Settings:
Tag system to easily differantiate between different AI types in same state
Compare tags by using the AITag.SameAs function (not case sensitive) or the AITag.SameAsRaw (case sensitive). You can therefore choose yourself if you want your tags to be case sensitive or not.
Global Settings:
Change settings for all AI’s
Change settings for all AI’s with a certain tag - All with one button (this will be available under the RaptorAI menu → Create Global Settings Object)
Performance boosts:
Able to modify how often different states should be updated
Other changes:
The UpdateState function from the AIState class no longer returns a float. If you want to delay the next update, use the DelayNextUpdate function instead. This will stack with the AI Settings call delay and if you call this function more than once, the effect will also stack.
Updated UI + logo banner to easily recognize AI components
Another new example scene demonstrating a maze setup
Documentation is now online only so you always get the updated documentation + minor fixes and changes
Hello!
I would like as many people as possible to participate in a really quick survey regarding how satisfied you are with RaptorAI and what I can do better. The survey consists of only 7 questions, it’s completely anonymous and takes less than 5 minutes.
Thank you for your time.
Website was down for a couple of days, but is back online now. I’m sorry for the inconvenience.
The documentation has been updated to v2.0 and is now a pdf instead of the old html / javascript system and should work better on all platforms.
I know it’s a long time since I updated the RaptorAI package, but I’m working on a v2.0 right now and I think it’ll be great!
Thank you for your patience.
I have not bought it yet. This, however, contains fairly good ideas and techniques. I am a little sad. You have to change the title of this product. You also need to change the icon. I really thought this was AI for the Raptor. I was surprised to read the introduction. Most people will not read introductions. And you said you’re working on 2.0. What features are included in 2.0? When will it be released? Are there any examples of Mecanim animations?
I own this product but I haven’t used it yet (I looked through the example, though.) Because ICE isn’t going to work for me for now I am looking at my other AI packages. I wanted this one because I thought it would be good for AI such as a pack of wolves. However, I will echo Cartoon-Mania’s request for an example with Mecanim animations. This is definitely a weakness in my Unity knowledge and would be very helpful.
Hello and thank you for showing interest in my asset!
I contacted Unity recently regarding name changes, but haven’t got any response yet. This might not happen before v2.0 is released. There will be a new logo as well.
I just started working on 2.0, so I don’t have a full list over features that will be included or any release date. Right now I’m working on fixing the collider system linked to the visual senses. Rotated colliders haven’t worked very well, but that should be fixed in 2.0. Here is a list over major features that might be implemented*:*
Better collision system
Behaviour trees / visual scripting (automatically convert behaviour trees into states)
Spawning system
Integrated A* Pathfinding Project support (you can use it now, but it requires writing a custom AINavigator on your own)
Audio senses for detecting audio sources nearby
Integrated animation support (Mecanim)
There are no examples showing Mecanim animation at this point.
Note that I prioritize customer input so I appreciate that you come with requests
I just started working on the project again, so the release date is very unclear at the moment. I don’t work on this full time, so don’t expect an update within the month. That being said, I might be able to offer a beta version or something similar. Please let me know if you have any further questions.