[Released] Advanced AI Pro - AAA AI Solution -

Advanced AI Pro is a complete and professional AI solution for Unity game designers, artists (non-programmers). It has the main features of any industry-standard enemy AI behavior, as well as neutral, and friendly/ally behaviors.

23/09/2015

<Version 7.2 is available>

New: Unity 5 Ready

{NOW SUPPORTS UNITY FREE}

[Works with UFPS & Realistic FPS Prefab]

1154728--67692--$2uoh.jpg

NEW: Includes a bonus Soldier AI Prefab ready to action for your game

Main Features:

  • Supports Unity Free and Unity Pro.
  • Compatible with Unity built-in Pathfinding system (NavMesh).
  • Static and dynamic obstacle avoidance.
  • Five main classes: Enemy, NPC aggressive, NPC passive, Companion, and Defender Ally.
  • NPC Passive class is suitable for domestic animal behaviors.
  • Supports user’s own animation clips (idle, chase, wander, attack, hit, retreat, die, flee for NPC, follow for Companion and Defender).
  • Supports user’s own sound effects for each AI’s animation state.
  • AI has 3 patrol modes: Stay in place, dynamic random wandering, or using a waypoints path (inspector-integrated Waypoint Editor).
  • AI has its field of view range, attacking behaviors and chasing are based on it.
  • AI can hear its target, or any environmental object making noise, so it will come to its place to investigate…
  • Easy to implement and to setup. (a single click to create, assign your animations, sound effects, adjust the inspector parameters according to your needs, and you are done).
  • AI can do melee attack, or ranged attack, or both of them (depending on the target’s distance).
  • Multiple targets support (main, and second targets).
  • Projectile handling for ranged attack.
  • AI can jump off gaps.
  • AI can scan the target’s suspected area to search for the target when it is alerted or it gets hit from far.
  • AI can check the last known position of the target when the latter is not anymore within AI’s view range.
  • AI can alert its nearby companions to come and give help (when AI gets hit, or when the target is on sight).
  • AI has two intelligence modes; stupid or smart.
  • AI can retreat when its health is low, runaway from its target, and then can be wounded, or replenishes its health.
  • Comes with ready target’s health projectile scripts, no other programming is required.
  • Colored graphical gizmos representation of AI’s ranges (view, hearing, wandering, inactive state) in the editor window.
  • Ragdoll option when AI is dead.
  • Particle effects support for the AI when it gets hit (e.g. blood particles), or when it is dead ('Blood Decal" on the ground).
  • Full C# source code is available for you to modify it as you want.
  • Includes a detailed Pdf documentation, as well as, 9 example scenes, with an animated 3D dummy character.

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Where to get it:
You can purchase it from Unity Asset Store HERE

Price:
50$.

Documentation::
Full PDF documentation here.

[UFPS Guide](http://forum.unity3d.com/threads/released-advanced-ai-pro-4-1-supports-unity- free.168870/page-8#post-1572604)
[Realistic FPS Prefab Guide](http://forum.unity3d.com/threads/released-advanced-ai-pro-4-1-supports-unity- free.168870/page-8#post-1606612)
Mecanim Setup Guide

Games using “Advanced AI Pro”:

- VoidKeeper (For Ouya, by Kurotatso Studios):

- Survival Strike:

Video Tutorials:

Note: These tutorials were recorded using an early version of Advanced AI Pro, now the inspector-Gui of the asset is more friendly, looks better, and organized.

1- Advanced AI Pro General Setup Melee attack 1
2- Advanced AI Pro General Setup Melee attack 2
3- Advanced AI Pro Ranged attack
4- Advanced AI Pro Hearing
5- Advanced AI Pro NPC Behaviors Aggressive Passive

Soldier character model taken from the “Bootcamp” demo, transformed into AI in a few minutes, its ragdoll is made using Unity “Create Ragdoll”, here is the result:

Video of Epic Battle test demo made with the new upcoming version 3.8, both teams use melee ranged attack modes:

Demo Video of Companion AI behavior introduced in v1.5, you need to protect your companion from enemies:

Demo video of “Defender AI”, it is your ally, it will follow you and attack enemies.

Images:

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can we add more states without coding ?
if so i will say 50$ is good price :slight_smile:

Count me in…

Dan

What can yours do that other popular AI packages like RAIN{indie} and Fantasy AI 2.0 can’t do? Comparison please.

Many Thanks for your support :wink: I will keep you informed with every new feature, news, or screenshots. I’m working hard on it, and be sure that after releasing it, the support will continue according to customers needs :wink: I’m happy working on this project :slight_smile:

Thank you for your time :slight_smile:

Well honestly I only tested Fantasy AI a little, it is more specialized for RPG type games I see, and RAIN{indie} is a behavior-tree system, not like mine.

Well AI Advanced Pro as I said uses Unity built-in navigation system for pathfinding, which has a solid API indeed.
All AI parameters could be manipulated in the inspector, no behavior-tree system like as in RAIN One.
When AI wanders it automatically detects static obstacles to avoid them, also you can get benefits of Unity built-in “dynamic obstacle avoidance”, so AI will detect them too.
Also the ability to integrate all your animation clips and Sfx to your AI is good to make ready-to-go characters without the necessity to add additional scripts to handle animations or Sfx, you know that you have to handle the compatibility issues as well (all animations/sfx slots are optional though;) ). I don’t think that RAIN{indie} handles animations/sfx by its own, so you need to do some additional work and coding!

Thank you.

Thanks for the response. Looking forward to demos and tutorials so I can decide if it works for me.

Hello to all,

some news: Well the package will include 3 showcase scenes including an animated dummy character:

Hearing Demo
Melee Attack
Ranged Attack

Also be sure that I will make a video tutorial upon releasing so you will have a whole idea of what is included in the package.

AI can wander, chase, and hear. chasing the target is based on AI’s field of view, also for example if there is a wall (obstacle) in front of the AI and the target is on the other side of wall then the AI won’t be able to see him.

I’m intending to make an option for friendly AI, so it will (or not) follow target all time.

Bye

Hello,

Some news: Now the AdvancedAI has a graphical gizmos in your editor window, all parameters like (field of view radius, hearing distance, and outer Go-Inactive radius) are all represented by colored gizmos in the editor main window, so very easy and user-friendly to setup your bot behavior :wink:

I’m now writing the Pdf documentation, and as I said before a full video tutorial will be available when AdvancedAI is live on unity store :wink:

Bye

sounds really good, count me in.

Bookmarked

Hello to all,

First I would like to thank all supporters, I received some nice PMs, be sure that this AI system will be what you search for ;).

I have some good news :slight_smile: :
Well, I have introduced two new classes to AdvancedAI; one called (NPC Aggressive) and other called (NPC Passive);

The First one (aggressive NPC) has all the same properties of standard enemy class, but it starts its behavior as friendly NPC (idle or wandering), When you attack it, then it will be transform into an enemy that will attack you like any enemy from standard enemy class.

The second one (passive NPC) has a friendly passive behavior, it don’t have any attacking behaviors, so it wanders randomly, and if you attack it, then it will try to run away fom you (it is afraid).

Well I added these 2 classes from your requests, and I know that some of you want to have varied AI behaviors, not only enemies.

Thanks for reading.

Bye

Pakcage is submitted today, launching price is 45$.

A detailed PDF documentation is included in the package, with 5 example scenes, and a 3D animated dummy character.

A video tutorial is coming very soon.

Bye

Hello everyone;

Advanced AI Pro is now online on unity asset store :slight_smile:

Don’t forget to check the video tutorials above, tomorrow I will add more! :slight_smile:

Bye

This looks nice but the videos have some serious audio problems. Could you include a written tutorial as well please? Thank you.

Hello,

You mean my real voice, or the audio of the video itself? (I’m not english :smile:)

A detailed Pdf documentation is already included in the purchased package :slight_smile:

In any case the video tutorials are only to have a general and a quick idea, I would advise you to read the written Pdf documentation though!

Your voice was fine but the audio was very bad, making your voice go in and out, difficult and rather headache producing sounds. :slight_smile: Since there are several AI options on the asset store it would be nice to have a demo and/or documentation we could read prior to purchase. I won’t fault your English because unlike you, I don’t know a second language. However, along with the bad audio your accent can be hard to understand at times. Some captions on the video would be very helpful for people like me.

For example, can your AI be used in an rpg or is it entirely used for fps?

Yes this is an AI system, so it can be used in any game genre featuring enemy and/or NPC (friendly non-attacking behaviors), in RPGs or other types (FPS, 3rd Person…), I just included a “First Person Controller” as a player in the screenshots/package for demonstration purposes only.

Also this system is the easiest to implement and to setup, and it is compatible with the powerful pathfinding system that comes with Unity, so you don’t need to have third-party packages for pathfinding.

When I finish to add all video tutorials series, then I will add subtitles to those videos in YouTube :slight_smile:

Check your PM please.

Hello;

Full PDF documentation is now available for everyone to check it out :slight_smile: (see link above).
Also new video tutorials have been added (see above).

Bye

Hello Zozo2099

are you able to add more Animations eg - Attack1, attack2, attack3 etc? and is can do it random?

i am working on a RPG

Thanks

Hans