[RELEASED] FSM AI Template by Invector

Eh, I still have problem to fast use FSM. I always using tree :frowning: I’m still looking why is better but i can’t find. It’s not intuitive! I need do much click/moves to see “what if”. And this is my bigest issue for that system.

Hi will third person melee template can be use for hack and slash type of games ?

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Hey @Invector first off thank you for your amazing work with the ThirdPerson Controller, the whole asset is so versatile and works perfect!
Unity 2019.1 is finally released and i just want to ask if the ThirdPersonController works with the new Unity version?
Keep up the good work and again thank you.

So far so good! you just need to change the Rigidbody Collision Mode from Continuous Detection to Unity’s new mode Speculative, otherwise the editor will keep giving you some warnings :wink:

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[SHOOTER TEMPLATE] is currently at 50% OFF at the AssetStore,
make sure to grab before it ends!

The Shooter Template already includes all the features from the Basic & Melee :wink:

[FSM AI] is also at 50% OFF

It works as Standalone for an FPS Project and also works great with Invector Third Person Templates!

FSM AI HOTFIX FOR 2019.1

Hey guys!

Some of you may notice an unusual bug on 2019.1, the editor is not drawing the ‘+’ button to add new Decisions.

For some reason the line GUILayout.FlexibleSpace(); is not working on Unity 2019.1, to fix that you will need to open the script vSimpleNodeEditor and add the line GUILayout.Space(20); after line 48, to manually add some space to draw the button.

This will allow the Editor to be drawn in the inspector.

This should be fixed on the next update, but since it’s an easy fix we’re posting here for you guys that are using 2019.1

Eliot is neither easier to use nor understand. And it is very slow compared to Invector AI. I purchased Eliot just a few days ago and gave it a try. Creating an AI was more complicated and the results were super slow. My frame rate dropped far below an acceptable rate whereas Invector is keeping things within budget with more AI on screen.

@Invector I have an issue that I posted in the official forums back in November and also I e-mailed recently about it, but I’ve never received any response. The issue is a blocker for my game and I really need some help. Can someone please check the pro board forums and e-mail for the issue I’m referring to. It’s regarding resetting AI for pooling systems.

I am a big fan of the whole Invector framework and even though I had made good progress integrating Emerald AI into one of my projects I decided to grab Invector AI and give it a go. I have an issue at the moment which may be something that I have done wrong but my AI behaves oddly following waypoints. It appears to follow them but it spins 360 degrees a lot while it is moving through the waypoints. I am not sure what is causing this and wanted to know if anyone has seen this behaviour and has some things for me to look at in order to fix it.

Thanks

I actually saw this post, it’s about reseting the AI right? I’m talking to my partner to figure out a quick easy way to do that, will post the solution there for you.

Did you bake the navmesh? also, check your stopping distance values (compare to the values used in the AI prefabs that are working in the demo scene)

Thank you so much. I was beginning to think no one was listening on this issue. It’s absolutely crucial. My game is always broken because of this. As soon as I hit my pool limit then AI go crazy. So for testing, I just make the pool very high, but then that eats up more memory.

Navmesh is baked and the AI is walking ok on it… just turning circles now and then as it goes. I will check the stopping distances and may just create a new waypoint area and start again as I probably have just stuffed something up

EDIT
I think I had a problem with my Navmesh. Re-baked it and all is good now :slight_smile:

Perhaps the framework is slow or the nodes, but possibilities seemed unlimited like most BT systems.

I think plugins with prooven with performance from start, like NodeCanvas or Behaviour Designer stays the best, but they are not out of the box solution for your game, you must create your own custom actions and optimized for ciritical performance things like raycasts evaluations queued and running per tick.

There are some new ones very interesting , but like always there is some downsides.

https://www.youtube.com/watch?v=VJpJi-Ss50Q

Sometimes, all work you waste trying to make some plugin working your own way for your custom ai need and trying to get rid of bugs, you would have already created your own ai with NodeCanvas, Behavior Designer or coding your own modular scripts ai system.

Anyway, how is progressing your game ?

My RPG game is finally coming along really well. Hopefully, it’ll be out this year.

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Please help, this is driving me insane – is there ANY way to scroll or pan or anything on the FSM behavior editor? Also is there any way to zoom in or out? I can’t find anything about it here https://www.invector.xyz/aidocumentation

Additionally I can’t figure out how to add actions or decisions or anything like that to new nodes. They don’t have the + signs that the ones from the example decision trees have.

Maybe this is an editor bug. I’ve opened this asset in a Unity 2019.1.0f2 project, a 2019.3.0a3 project, and a 2018.3.0f2 project, and I have never been able to see the + sign for adding more actions, which makes this somewhat unusable.

Check this post:
http://invector.proboards.com/thread/2465/fsm-ai-hotfix-2019-1

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Thanks – also is there a way to pan the view and/or zoom?

Went ahead and bought the FSM ai to use in my VR game and I have a few questions. Is there a tutorial that I can view that may help me setup my VR enemy ai to attack the player? Also, I’ve managed to get a basic setup but it seems the enemy keeps looking up to the VR agent. Also it doesn’t seem to want to attack at any speed just kind of stand there and stare at you occasionally taking a swing all the while stepping right into your face. Is there a way for the enemy to approach the VR agent and start attacking instead of just looking at you? And maintain a personal space distance instead of trying to kiss you?

I’m having a devil of a time trying to get swords to apply damage and not go through object or enemy AI, anyone know how to fix this or set this up?