[RELEASED] Honor AI - the ultimate, high performance and modular AI solution

------ HONOR AI ------

HonorAI is an utility-based solution for easy creation of various AI agents like monsters, animals, followers, villagers, hunters etc, with just a few clicks!

No matter how experienced you are, you will find HonorAI helpful:
less experienced developers will appreciate quick and easy AI setup with just a few clicks, while more advanced users can enjoy well written modular codebase, flexibility and extensibility of the whole system.

What makes Honor AI special is that AI logic isn’t hardcoded, but rather designed in AI graphs that can be freely modified to your needs.

Thanks to such a solution Honor AI is the only AI solution on the Asset Store that solves the age-old problem of having to choose between a ready-made product that is inflexible or a low-level framework that doesn’t provide game-ready features, as it provides benefits of both, without any compromises!

HonorAI takes care of the most difficult AI-related challenges so you can focus on making games!

HonorAI provides you with all of AI essential systems:
movement, spatial awareness, perception, combat, relationship, animations, audio, productivity tools and so much more!

—Features—

:heavy_check_mark: Intuitive, simple to use and highly configurable

:heavy_check_mark: For designers - add AI to your game with few clicks and even modify AI logic using visual graph editors, no coding required!

:heavy_check_mark: For programmers - high quality, flexible, modular codebase

:heavy_check_mark: Modular - each core component of character can be replaced by your own implementation; all graph elements are coupled to single interfaces only!

:heavy_check_mark: Easily configure AIs - follower, guard, wild animal that runs away, brainless zombie or anything in between!

:heavy_check_mark: Provided behaviours - melee combat, distance combat, fleeing when it’s too dangerous, patrolling/guarding area, follower/summon, looking for last seen target

:heavy_check_mark: One-click setup wizard - add many creatures to your game quickly and without unnecessary hassle

:heavy_check_mark: Configuration presets - make reusable presets of animations and sounds to easily share between similar AIs

:heavy_check_mark: High performance and scalable - everything is load balanced, you can easily trade performance vs AI frequency for each npc using single slider;
the best choice for mobile platforms!

:heavy_check_mark: Relationship system - npcs can be hostile toward other groups, neutral, or friendly. AI is not player-centric, so battles between npcs are not only possible, but also easy to do!

:heavy_check_mark: Animation system - just assign your animation clips, your animation controller will be automatically configured

:heavy_check_mark: Root motion support - enable root motion with one tick box in inspector and
HonorAi will make sure everything is working in harmony for you

:heavy_check_mark: Perception system - plenty options to choose from based on how complex perception system you need: simple distance-based detection, distance detection with field of view angle, and fov + raycasts

:heavy_check_mark:Look at system - humanoid characters aiming at their targets and looking at player when nearby makes them so much more immersive

:heavy_check_mark: Audio system - one type of sound can have as many audio clips as you want, configurable randomization of pitch means one clip will sound a little differently every time it’s played

:heavy_check_mark: Waypoints system - npc can move through waypoints in order, or randomly; every waypoint have radius, so you can make AI guarding some area with just one big waypoint

:heavy_check_mark: Spawn system - configure spawners using simple inspectors or api. Spawners can also be activated by player proximity

:heavy_check_mark: Spatial optimization - groups of AI can be configured to enable only when player is in proximity, to save precious cpu cycles

:heavy_check_mark: Utility AI backed - check, debug and modify and extend all AI logic, there’s no hidden magic!

:heavy_check_mark: API - all AI related actions have events you can hook your code to, and all features have relevant and useful API to make sure AI can be well integrated into your project

:heavy_check_mark: All source code included

:heavy_check_mark: Free updates - including new features


** Documentation | Videos | Discord | Asset Store**
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=====Planned addons=====

  • Action module (WIP)
    advanced combat movement logic, blocking, area attacks etc, suited for action games, action and classic rpgs

  • Command module (WIP)
    formations, communication, teams and orders system

  • Shooter module (WIP)
    dynamic obstacles detection, tactical movement, intelligent usage of obstacles for cover, throwable wepons like grenades

  • RPG Module (Planned)
    with things like mana, levels, summons, healing, buffs etc

  • Survival module (Planned)
    with things like hunger etc and more advanced interactions for wildlife, like attacking other neutral AIs for food when starving

  • Flying module (Planned)
    (any name suggestions?) - pretty obvious, something like dragons in skyrim

https://www.youtube.com/watch?v=nPBCziVjEnk
https://www.youtube.com/watch?v=-GApa_OfJr4

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//updated first post to better show progress

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Upcoming demo :slight_smile:

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Hey, This looks cool. I was about to write my our Utility AI but then saw your SmartAI asset and then this. So i’m little confused now which one to buy? or both are same?

Shouldn’t this be included in the SmartAI as an example ?

And i can see lot of character sliding and the characters shoots arrows without even completely turning themselves towards the zombie and then shooting the arrow. Are you going to make it perfect? As anyone who would want to purchase this asset would expect a polished demo atleast. I’m really interested in seeing that how manage the animations and rotations smoothly.

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Hi, to put it in simple words, SmartAi is basically an utility Ai framework - a tool to visually design logic of your own AI logic, while Honor AI is actual AI solution (that provides animation system, sound system, relationship system etc) built using SmartAi framework - so it’s also graph based, and you will have access to those graph and can modify them, and design completely new ones also.
Regarding demo video - it was made without root motion, and system is much improved now, supports animation root motion, aiming logic, and animation layers, so AIs can move and rotate freely while moving. It is all handled by HonorAI, you just need to provide animation clips. Will show some more presentations soon.
HonorAi will be released with some example demos of course.

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Hello, this time I wanted to show you feature that makes HonorAi stand out from competition:
it’s flexibility and extensibility, even without touching code!
With HonorAi you have the best of both worlds: ready to use, easily inspector-configured AI for super quick start, but at the same time you’re not limited by hardcoded AI logic, as it’s designed with graphs known from SmartAi.
So you’re able to not only modify existing behaviour without breaking compatibility with future updates, but can also design absolutely new behaviours just playing with nodes in ai graphs!
Here you have quick presentation showing how to change default ‘fleeing’ behaviour from default, rather advanced behaviour that flee based on situation evalutaion, to simple ‘flee when health is below 50%’.
(enable closed captions)

Cheers!

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Video presents ‘follower’ behaviour, typical for rpg games. Notice how character fluently adjusts it’s movement speed to keep close distance to player, it have only one run and one walk animations and blend between them to achieve desired movement speed, while perfect sync between animation and movement is achieved by root motion animations.

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A little more visually appealing version :smile:

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Hi, if you want to join beta testing msg me on Discord, cheers!

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Hello,
just wanted to give small update on HonorAI development: most of issues has been worked out and you can expect first public beta release on the AssetStore very soon;
We’re fully aware that development took some more time than we anticipated and many of you are waiting for it but im sure the wait will be worth it and we want to deliver polished and the best possible AI solution.

Get ready for next generation of AI with no compromises, flexibility and performance like you’ve never seen before! :slight_smile:

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First Honor AI video tutorial is out!

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We’re very excited to announce that HonorAI beta was just released!
Get it now for discounted price HERE!
For beta release cycle development will focus on polishing existing features, finding and fixing any bugs/issues, improving documentation but also you can expect new features.

First update is already on the way, stay tuned, will share some more development plans soon® :wink:

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Hi I’m using Opsives Ultimate Character Controller to create my AI. Would I be able to still use Opsive to create the AI and use this to control it?

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This looks very cool. Is their any multiplayer implementation currently, or planned?

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In the meaning that player is using this controller then sure, its possible, it just needs to implement few interfaces to be recognized as character by other agents.

Thanks, no multi support yet but in the future im not saying no, will definitely look closer at such feature after 1.0.
Cheers.

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While testing and preparing many different characters for promo video it quickly turns out that most of the time is spent for proper animations configuration and assignment.
To improve this we’re going to implement animation automation tools that will help make this process quicker, less painful and more efficient.

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Quick performance test, 400 AI characters fighting in epic battle orcs vs knights - don’t even need any special optimizations :slight_smile:

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H̶̶̶a̶̶̶v̶̶̶i̶̶̶n̶̶̶g̶̶̶ ̶̶̶s̶o̶m̶e̶ ̶f̶̶̶u̶̶̶n̶̶̶ working on teaser :stuck_out_tongue:

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