>>RV Smart AI<<
https://assetstore.unity.com/packages/tools/ai/rv-smart-ai-146170
RV SmartAI is a lightweight, flexible and high-performance utility AI framework.
With SmartAI you’ll be able to visually model complex AI behaviours for your game with ease.
It can be integrated into any project, regardless of stage, as it doesn’t force you to refactor all of your existing AI code, and can easily coexist and support your already implemented AI logic. Transfer only what you want of your game’s logic to SmartAI! For example you can leave your AIs movement logic untouched, and implement just your fighting logic, or even only target selection logic via AI graphs.
SmartAI is the only graph-based utility AI solution on the asset store that fully supports prefab workflows in AI design process: create reusable graphs, nodes and even single graph elements, using Unity’s powerful prefab variants and property overrides.
Full runtime editing support makes fine-tuning values for utilities so much faster and easier, as you have real time feedback on how changes you’re making affects your AI behaviour.
One of the biggest advantage of utility AI concept over FSMs or behaviour trees is that it’s much more scalable in terms of complexity while remaining simple and easy to maintain, understand decision process and debug.
Included modules
-
RV Smart AI
main module responsible for AI, node based editor -
RV Load Balancing
spreads work for multiple AI agents over many frames so you won’t have those nasty spikes in profiler -
RV Logger
simple tool to easily control debugging levels in your classes -
RV Utilities
general utilities/helper classes
Note that all these modules are independent from main RV Smart AI module so they’re very useful for other stuff too, even not related to AI!
There are also many ready to use AI examples wrote with flexibility in mind using interfaces, so you’ll be able to easily use them as base for your game and modify them.
Features
► Visual node graph editor - write your AI behaviours in C# and play with them like legos
► As easy to use as behaviour trees while being much more scalable in terms of complexity
► Easily integrated into existing projects, regardless of stage
► Doesn’t force you to refactor all of your existing logic, only parts you want to
► User friendly and easy to use
► High performance and load balanced
► Runtime visual debugging
► C# source for all modules!
► Runtime graph modifications - see changes in your AI behaviours in real time and save a lot of time tweaking values
► Fully supports Unity prefab system - including nesting, variants and property overrides for graphs and all graph elements
► Unity’s undo system support
► Core system has no runtime allocations after initialization
► Written with flexibility and scalability in mind, as separate modules
► Many independent modules included in package
► Can be made to run on own threads (core system doesn’t use Unity API)
► Lot of script templates and base classes for common usages
► No subscription, no seats limits, buy once and use freely
► Responsive support via Discord and Unity forums
Prefab system details
Create reusable graphs, nodes and even single elements of nodes for the best workflow experience!
You often need many graphs that are virtually the same with only one value change or one element added for different npcs in your game.
Normally you would need to maintain all of them to make sure they stay in sync when updating them, but not with SmartAI!
Create one base graph like you would normally and then make variants of them using standard Unity prefab workflows. This way you can have graphs with variety of difficulty levels, different tactics etc. while still basing on the same base graph… possibilities are endless!
Graphs are prefabs by default, you can create variants of graphs and also all elements of graph can be made prefab, nesting and overrides are also supported.
When you change value of some property of prefabed graph element you can use normal Unity override menu on that property to apply it to prefab or to revert:
Working with prefabed graphs is basically the same as working with every other Unity prefab, so if you’re familiar with prefab workflows in Unity, you will feel at home working with SmartAI graph prefabs.
If not - no problem, prefabing is not necessary or forced in any way and you can still use graphs just like any other asset files and don’t bother with prefabing.
Let’s take a look at how prefabed graphs looks like in practice:
As you can see, prefabed graph elements are marked with blue font.
In second node(lower one) we have nested prefab. Node itself is prefab, and it has one utility that is also a prefab.
You can make prefab from any graph element directly in graph window and also unpack them, all without even leaving graph window, using context menu on nodes.
Join our Discord support server to discuss RVSmartAI, utility ai, or any other Unity development topic!
Thanks for reading
Ronis Vision