[RELEASED] FSM AI Template by Invector


After a long time of continuous development on our [Third Person Templates ] we created a new template but this time AI is the focus. We already have a pretty cool AI in the Melee Combat Template but that was just a bonus so you can have a target to throw a few punches, but this one is a whole new thing.

Design from scratch with the goal to be customizable and expandable, this AI works with an FSM Node Editor that allows the creation of new behaviors easier with our built-in Actions & Decisions, advanced scripting knowledge is not necessary to create unique behaviors. It’s not a traditional Behavior Tree neither a Scriptable Object concept but a new approach that combine some features from both.

It was designed with Third Person Templates in mind and it works great with, but it also works without the templates so you can use it in your FPS or VR project.


Try the Demo: [DOWNLOAD]
Beta is now Available:

[vStore: Purchase now!]
AssetStore: [Purchase Now!]

Shooter Users (vStore): Check your email, we send instructions on how to grab your free copy of the AI Template but hurry up, the offer ends on August 1, it’s plenty of time but make sure to grab it before it’s too late!
Shooter Users (AssetStore) We’re trying to contact the AssetStore support to see if we can create a free upgrade option for customers who bought before the release.



- Advanced Waypoint System
- Flee Behavior looking at the damage sender
- Hitbox Melee Combat System
- Ragdoll System


- Shooter Combat
- Create States like Suspicious and go investigate


Advanced FSM Node Editor that works with Actions & Decisions

Real-time FSM State Debugger


Visual FOV Debug

This looks fantastic just like your third person controllers. I tried the basic locomotion lite and it was so smooth and amazing. Any chance this ai template is gonna have a lite version?

Thanks! Hmm I don’t think so, the lite version of this would be the AI that we have today on the Melee Combat Template, which does the job but has limited inspector customization.

AI Template Beta is now Available!

vStore [Purchase now]
AssetStore [Waiting for approval]

Meanwhile, you can get a kickstart by watching our Introduction Tutorial Playlist

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In this tutorial, you will get the idea of what the AI Template is actually able to do :smile:

Introduction to the FSM Node Editor

Is there a video of the AI in action or a stand-alone demo? It’s hard to know if this will work well without some visuals.

I second this. A demo would be nice.

@Invector

I have few questions.

  1. is the red arrow in FSM some priority event ? Are they easy to define ?
    For example health below 10% priority is take health potion, no potion condition would be flee action
  2. does AI uses raycast addition to cone of view ? An enemy could be lower than player or a floor below.
  3. can AI investigate some time, a radius around the last position it seen the player ?
  4. can AI alert other AI around in a radius when AI has not been alerted already and sees the player ?
    (alerting already alerted AI has no effect indeed)
  5. Are randomness and priorities possible among actions ?

I used some other AI technique to random patrol, i don’t know if it would be a good idea to include it ?
I dispose some small collision spheres on the map that are patrol points.
The enemy has a big detection sphere collision detecting patrol spheres, it takes a partrol point randomly as destination , when it reaches that patrol point, it uses the sphere collision to detect other patrol points around and take randomly one as new destination.

The Events, decision, actions FSM seems to let anyone create advanced AI.
I think this is what Emerald 2 was trying to do , but it lacks an FSM.
I like the ability to be able to create our own FSM actions and decision.

This is very promising :slight_smile:

Will the FSM editor get another version plugin that would be more general and able to work without Invector plugins ?

+1 for a good AI demo (alert, investigate, complex decisions)
Or a video showcase, for example some infiltration and gunfight example.

1- What red arrow? We do have a CheckHealth Action that you can do that behaviour
2- Yep, you can set from 1 to 3 raycast that grab from top to middle and bottom of the target capsule collider :wink:
3- Yep! we have a example of the on the Shooter area
4- not right now, but we do already have a prototype of this feature
5- Anything is possible with this FSM, you just need to create actions and decision if the included ones can’t do exactly what you have in mind, but I can say that you already can do a lot with :slight_smile:

I think you didn’t read the first post, the AI Template already works without the Third Person Template out of the box, so you can use it on a VR or FPS project, but it also works beautifully with the templates :slight_smile:

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Btw, a Demo is coming soon guys :slight_smile:
I’m focused on create video tutorials right now for users that already purchase the Beta in the vStore and are already exploring the possibilities of the AI Template :smile:

Take your time and make a good level demo :slight_smile:
(having alert featured in the demo would be even more great)

Hey @Invector -

Got a request this system - Would it be possible add a optional light based detection system to this? Similar the game thief by looking glass studios.

Also I just purchased the Shooter system from the VStore like yesterday . How do I get the free version from there?

Is it possible to create Boss / Enemy AIs simply through predefined templates without any GUI? (Scriptable Objects etc?)
It’s often faster and more effective to use some predefined templates with Casting Timers etc. so you can copy and paste them and change some spells / dmg / and timers. If the templates are well documented and clear you don’t need any Coding experience at all.

A pretty good example of good AI templates are the Scriptdev2 AI Scripts of the WoW PServers like this one here for Azuregos which is pretty easy:

Do you have something like this in mind with your new AI template?

Cheers
Ronny

You can create your own actions and decisions for FSM, so it’s infinite possibilities when you can code.

Hmmm I think it can be done, there are a few ways to do it you just need to be creative.
Thanks for the support but actually the AI Template only goes for users that already purchase the Shooter before the AI Template release :wink:

Actually, with the Actions and Decisions that we ship with the package, you can create a LOT without writing a single line of code just being a creative designer :wink:

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Thanks for your fast response zenGarden.
I mean if the AI Update will ship with some predefined templates which are not GUI / Node based. Like something like “generic_creature”, “generic_archer” or “generic_mage” csharp file which can simply be attached to a creature / boss and already has functions like for example OnDeath, DoCast etc definied so you can simply take those and change them for your project.
Ofc you always can do a lot of stuff by coding but for me it’s important to know if I have to work with the node based gui or I also get the possibility to create specific creature AI by using templates. Emerald AI is working on that using scritable objects for example but right now there is not any news about that.

This would be pretty cool because the Invector Community or also Unity community will be able to share templates for different creatures / bosses etc. (Like Scriptdev2 above)

Another thing:
I don’t see any DoCast, OnHealth Method in the screenshots. I suppose the AI will have those functions or similar functions to create casting / shooting creatures with different Health phases, beside just let them hit you normally?

Thanks a lot
Ronny

Can you create your own custom actions that will be available in the editor when you select actions?

I don’t own FSM , it’s not in the Asset Store to test it , we have to wait a bit.

From what i understand, FSM is made to avoid you coding and re use existing FSM nodes and events.
For example the generic melee creature can be made with ease using existing nodes.

While archer is the same as a shooting npc, both adjust and keep distance, and both fire (raycast or physic projectile), again you should have all needed action and event nodes to create those, and i think @Invector will provide those basic distance enemy AI.
What is great is with FSM you don’t need to code to alter their behaviour, for example add energy shield action, or add a random secondary fire, or the way the character moves around the player or use items.

To make boss characters fast , FSM will be of great help, you can make “action phases” , for example when it’s health is below some treshold it will use new moves or move faster. All without coding ,only code when you need to make a new action that does not exist.

Working with FSM is working with nodes, if you need to code it’s like coding at micro level, for example code new actions that will be available in the FSM, or code new events or new decision that will also be available in the FSM library.
You finally drop the nodes you need in the FSM and connect them to make the npc AI behaviours you need.
You’ll spend more time choosing the nodes, connecting them, adjusting variables instead of coding, this is FSM purpose.

We will be able to share FSM and nodes, so we should see lot of varied AI for any kind of AI , giving lot of power to people that don’t know to code also.

FSM should have all those simple events to make AI, for example onHit connected to a action node playing a hit animation and sound, if there is some missing you can still ask for them.

Yes.
As @Invector said , you’ll have infinite possibilities, because you can code your own action nodes that could be anything.

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Watch these 2 tutorials so you can see how easy it is to customize a behavior without writing a single line of code :stuck_out_tongue:

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Deep AI with no limitations while no coding required, it’s an awesome plugin :slight_smile:

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