Crux
Crux is a runtime procedural AI spawner capable of spawning AI dynamically across terrains according to customized biomes and conditions. Crux eliminates the hassle of having to place AI by hand as well as allowing AI encounters to be realistic and unique every time. Crux works with all types of Unity terrains whether they are procedurally generated, designed by hand, or endless. Crux performs well by despawning AI that are out of range of your player and only making efficient calculations once every spawn interval.
Note: Crux is a spawning system, not an AI system.
How it works
Users create biomes that are defined by as many textures as needed. As the player moves through the terrain, the spawn position gets the texture and spawns AI according to the biome and the conditions. Each biome has 3 categories of AI; Wildlife, Creatures, and NPCs each with their own rarity and conditions for spawning. For example, your Wildlife category for the Forest Biome has a 60% of spawning. When a successful spawn happens, Crux randomly picks an AI from the Wilderness Category where deer and rabbits are common whereas fox and bear are rare. Crux uses customizable population caps for each object to help keep environments balanced and realistic.
Purchase
Get it here: Unity Asset Store - The Best Assets for Game Making
Screenshots
Demo Videos
More to come!
Spawn ID Feature
Here’s a new video demonstrating the Spawn ID feature included with Crux. The Spawn ID System generates a Spawn ID for each Crux game object. If enabled, these spawn IDs can be used to spawn AI to the player’s location making it easier for development and testing (Similar to AAA games such as Skyrim/Oblivion/Witcher 3). All Spawn IDs are generated automatically by Crux and written to a txt file. The format includes both the AI’s name and Spawn ID.
https://www.youtube.com/watch?v=_HleotVCjlI
AI Generation Demo
Here’s a video demonstration showing various AI encounters from wandering around 24 sq km… Each encounter you see was dynamically created by Crux’s spawning system. The Forest and the Desert areas each have their own Biomes each with their own types of animals and creatures that can be spawned using Crux.
Editor Screenshots
Documentation
Documentation
If you are interested on checking everything out before Crux is released, here are the links to do so. We will be continuously updating the wiki site with more tutorials and information. Tutorial videos will be coming soon.
Further Details
There’s so much Crux can do, and there’s way too much to list everything, but here’s the features worth mentioning.
Supports
- Supposts CTS
- Supports Unity Terrains (Mesh support coming soon)
- Supports procedurally generated and endless terrains (Unity Terrains Only, mesh support coming soon)
- Supports 3rd party terrain systems and shaders such as Gaia, Map Magic, and Distingo
- Supports any character controller system
- Supports any AI system that supports spawning
- Supports Emerald AI
- Supports Unity NavMesh
- Developed by the same developers as Emerald AI and UniStorm (UniStorm implementation planned for optional special conditions such as time of day, weather, and seasonal spawning)
Key Features
- Efficient and powerful - Crux performs well by despawning AI that are out of range and only making efficient calculations once every spawn interval.
- Unlimited Biomes - Supports an unlimited amount of Biomes.
- Unlimited Objects Support an unlimited amount of objects for each category
- Population Caps - Customize the population Caps for every object to help keep environments balanced and realistic.
- Global Caps - Gives control over the max number of total objects that cab be spawned at a time.
- Spawn ID System - The Spawn ID System generates a Spawn ID for each game object. These spawn IDs can be used to spawn AI to the player’s location making it easier for development and testing (Similar to AAA games such as Skyrim/Oblivion/Witcher 3). All generated spawn IDs are also created in a txt version with the name of the AI and their Spawn ID.
- Spawning and Despawning - Crux gives users the control over the spawning radius as well as the despawning radius.
- Rarity of Encounter - Customizable the rarity of encounter for each AI (Common, Uncommon, Rare, and Ultra Rare).
- Odds Based on Category - Adjustable odds for each category of AI (Wildlife, Creatures, and NPCs) However, Crux also supports purely random spawning of every category.
- Angle Detection and Restriction - Angle detection that only spawns AI within the angle limits of the terrain.
- Obstruction Avoidance - Crux automatically avoids positions that are obstructed to avoid being placed on non-terrain areas and objects.
- Spawn by Groups - Customizable group numbers allow you to spawn AI in randomized groups based off of your input.
- Spawn Radius - Customizable spawn radius gives you control over group’s spawn radius.
- Easy to use with Low Learning Curve - Easy to use Editor with low learning curve. No other scripts are required. All you have to do is customize the conditions.
Crux
Road Map Version 2.0
For more information regarding Crux 2.0, see the post here: [RELEASED] Crux 2.0 - Procedural AI Spawner for Terrains (Biomes, Population Caps, and more) page-5#post-3615943
- Full Support for MegaSplat
- Option to not spawn to textures
- Mesh support
- Spawn around tag option to spawn around areas such as camps, caves, city, etc.
- An additional options tab for spawning non-AI objects, if desired.
Animated models by: Protofactor, INC & Adventure Forge (Deer and Wolf model)