like @Dhagz and @ntgCleaner , i am trying to have a user controlled gameobject that willinteract with the flockbox.
i’ve tried putting the user controlled gameobject, with the agent script component added to it, inside the flockbox object and parented to it. This setup does not allow me to control the position of the object. Is this possible and if so how should it be setup?
@swampmonster are you able to drag the object around in the scene view while in Play mode?
yes, i have it tagged as predator, and predator selected in the flee module in the behavior, but the boids don’t seem to care.
@swampmonster if you’re able to drag the player gameobject around in the scene, there may be an issue with whatever input control script you are using.
To debug the flee behavior, I would start by cranking up the Weight and EffectiveRadius of the behavior, and enabling DrawDebugSteering to see if there’s any visible result.
I’m planning to implement a scene where spiders climb up a skyscraper and into their windows. I made a purchase of this asset. How would you recommend me to go about this? I’m looking into the forager sample scene. Can I use something similar to create control points in order to control the flow up and into the skyscraper?
Thanks!
my lack of fleedom was caused by my optimized sleeping boids. once i turned their sleep off overything works.
can’t see the debug info at all, but at least the boids are responsive now.
@NiklasMoller I would start with 4 2D FlockBoxes based on the Forage Demo with one covering each face of the skyscraper. FlockBox isn’t going to be able to navigate your spiders into the building, so you would need to take over with an animation when they approach a window. There’s no waypoint system included, so you’ll need to rely on Seek behaviors to draw them up the building.
@swampmonster Are you able to see debug lines for other behaviors? If not, you may need to enable Gizmos in the Scene view.
Might be a silly question but like the fellow above I’ve been using the flock algorithms as a means to do wandering and pursuing zombie hordes (working well!) but I’m wondering; are any options to temporarily pause the behaviours once they’ve reached the target (the player), perhaps even pass a boolean within a certain radius so that I make switch to the zombies attacking or lurching state. Does such a routine exist or do we have to custom write one? Thanks! And good work on the asset, it was worth every penny.
@k_dunlop Glad you’re having success with it! I would create a subclass of SteeringAgent for your zombies that checks distance to the player in Update() and uses SteeringAgent.LockPosition() to prevent movement.
Thanks! I’ll look into that.
Do you recommend any method to use animator component and/or state machines for animating characters and animals that use Flock Box? I can’t find anything mentioned in the doc or here, I would appreciate it if you could help me with this.
Do you have any ETA for the ECS version?
Are the agents able to have independent speeds and “foot prints”? For example, could there be a flock of soldiers and tanks moving together?
do you have plan to add “flow field following” and “path following” behavior?
hi - I am liking FlockBox, seems like a very useful asset. However, the ExternalAgent script supplied above does not seem to work with the latest version of FlockBox? I am getting the following compilation errors:
Assets\Plugins\FlockBox\Scripts\Core\SteeringAgents\ExternalAgent.cs(11,37): error CS0115: ‘ExternalAgent.FindNeighborhood()’: no suitable method found to override
Assets\Plugins\FlockBox\Scripts\Core\SteeringAgents\ExternalAgent.cs(16,33): error CS0115: ‘ExternalAgent.JoinNeighborhood(FlockBox)’: no suitable method found to override
can you help please?
hi all FYI I think I may have found a little bug in PhysicsSteeringAgent. Essentially, it needs a couple of additional transformations between flockbox coordinates and world coordinates if the flockbox is not aligned with the global axis, e.g. it has been rotated.
Hi, as @UnityZen asked - I have a similar question. I want to make a bird with your Flock Box. I want to use animations. How can I know the states whether the bird is flying forward (for straight animation) or turning (to use turning animation) or going up or down (to use descending animation)??
Thanks a lot for any tips.
@check_marc I just bought the asset. Is there a way to control the leader (with mouse/keyboard/gamepad) in the follow_leader scene? I’m considering to make a game in which the player controls the leader.
@hzhou17 There is. Replace the SteeringAgent component with Agent and add whatever input scripts you need to move it.
SteeringAgent will try to move the GameObject every frame but Agent will only be reactive to transform changes.
@check_marc Hey, I recently purchased this asset for an underwater project that I am working on. It looks fantastic! I am still investigating the capabilities but so far I am very glad.
Out of technical curiosity, I was wondering how did you achieve volumetric pathfinding? It seems like this asset can be used to control not only flocks but even individual elements like a plane or a robot flying inside a city. Am I wrong?
Also, another question I have is, if a scene has more than one Flock Box with different objects assigned to each, will the boids in one box avoid the boids in another box while moving? In other words is it possible to have several small boxes all together in one scene instead of one big box?