[RELEASED] Utility Intelligence: Utility AI Framework for GameObjects

New Year Sale (40% OFF)

Hi everyone,

We’re excited to share that Utility Intelligence is 40% OFF as part of Unity’s New Year Sale!

The offer is only available for a limited time, so don’t miss out on this opportunity to grab it at this great price.

Asset Store: https://links.carloslab-ai.com/GB3dAh

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Utility Intelligence 2.2.4 is now AVAILABLE on the Asset Store!

Changed

  • Unregistered NormalizedInputChanged in the InputNormalizationItemViewModel because it was unnesssary

Fixed

  • Fixed a build error caused by including editor-specific code (EnumFlagsField) in the build process.

Full Release Notes
For the full release notes, please visit:

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Merry Christmas!

I wish you all a wonderful Christmas filled with success and joy.

Thank you for your interest in Utility Intelligence.

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Wishing the same back to you and yours! Best wishes for the New Year!

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Thank you!

Happy new year :tada::tada::tada:

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Thank you, Happy New year to you too … hoping you do well next year.

I have question … my coding skills are Zero pretty much. I do not mean to mis align
or anything. In general I have noticed " some " of the enemy ai assets are almost like
closed boxes , you have a set of things you can do and that’s it.

being able to connect different assets is always seems to be the problem. Some of the " game kits " have integration with say " emerald ai " ( not saying at all anything wrong with that asset "

SO I guess maybe ask like how easy might it be to Integrate Unity Intelligence with say GKC ?

Other questions might be , can templates be saved and reused for different enemies , maybe an easy way to do minor adjustments to make even " same enemy types " act a bit different ?

Also Movement systems , I think maybe procedural movements seem more fluid and organic.
DO the agents care what system they use for movement , am thinking mainly Animancer , I-step and Interactor ? might be a very cool combination to work worth ?

Also would it be easy or possible to not only have the regular chase patrol ( point to point and area random ? ) kind of behavior … Can they be set to have hearing and sight ? By sight I mean not just direct line , but like a thief clone where you need to be in dim shadows so the guards do not see you, but you see them in a direct line? hope that make sense.

Might it be easy to put in " Argo " ranges ( they will stop chasing if to far away and return to home
base ? the Other case would be they know they are to weak ti win , so they do not attack ?

Also I am not sure … did you make an announced you are working on an asset similar to this but will use
ai ?

I am just an old hobby guy, never will come out with a game I am fairly sure… it is very fun for me tho :smile:

No rush on reply … enjoy the night, be safe ! :smiley:

Thank you! Wishing you an amazing next year filled with happiness and success!

Yeah, those assets are for beginners; intermediate or advanced developers don’t use them.

Honestly, I’m not sure about it. I haven’t had time to try all of them with my framework. It depends on users to integrate all the assets they use together. I just try to design my framework to be as open as possible so that it is easy to use with other frameworks. None of my users have complained about it, so I think currently it’s not an issue.

Yeah, you could duplicate the intelligence asset of an enemy and adjust it for use with another enemy.

You can implement all of these behaviors with Utility AI. However, it is harder to learn and use than other AI techniques, so it will take some time to learn how to implement them.

Yeah, it’s similar to this package, but it’s for ECS users, whereas this package is for GameObject users.

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Happy New Year everyone! :tada:

To start the new year, we’ve changed our support email to support@carloslab-ai.com. We don’t use Gmail anymore. If you don’t like using Discord, you can send your support requests to the email, and don’t forget to include your Invoice Number (OrderId) .

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Hi everyone,

Just a reminder, today is the last day of the New Year sale (40%). Don’t miss this special offer.

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I wish I could, I spent to much this round of sales :frowning: But I see you are gaining more users,
so that is a very good thing ! Question kind of dumb … What is the difference for ECS users ,
and GameObject Users ? One of my main problems is I can not code at all… but 65 retired and
hobby only … I like AI and now Unity is much more fun… I had left after Unity Bought Bolt …
but I came back in 2023 when I got a humble bundle with an open ai asset …

I had not known becasue I was off all social media for the 1.5 years before Oct 2023 … no news or anything… OPEN ai was WOW !!!

I hope the sale went well for you and more users come on board. :+1: :+1: :+1:

ECS (Entity Component System) is a new technology stack in Unity. It offers better performance than the older GameObject system. Many new game projects are now using ECS instead of GameObject, so I want to create another version dedicated to ECS users who are building games based on ECS.

Thank you :kissing_heart:

I am still struggling to make this framework profitable. Nowadays, people prefer something that is easy to get started with. However, Utility AI is an advanced topic, and it takes time to learn and become familiar with. As a result, not many people are interested in this framework. As you can see, only you and @Miinoy have replied to this topic. I doubt if there is a third person who has read this topic. Similarly, our community on Discord has been a bit quiet recently. Hope that it will be better in the New Year.

I hope the same for you. Long ago Unity 5 … a new dev took 2 - 3years to get traction …
and if you know other devs in Unity, it can help.

I do not understand the coding deeply at all… but my logic when I read the manual, says this is the
way to go or at lest on the right track. Some tines we are before our time … I have a feeling
this is what may end up happening here. It is kind of a long term gamble … but
I firmly believe this would be better … once people got it and really started using it.

IDK if this could help… but having integration’s with some of the " top " considered devs … can help …
kind of cross marketing…

In the end if you have a good thing … sooner or latter it will get noticed.

IDK if this is possible … there is an asset now that can run the Unity editor … say you have
300 lights that need to be adjusted … so instead of doing it by hand over hours … you just asked this
new open ai asset to use the editor and it can adjust all the light for you … or add components … etc …

I had asked the same of a Visual Scripting asset , ( that has reflection ) … IF* some how you could ask the ai to move the logic units for you " instead of by hand " … then it would be more automatic …?
like even just giving a list of what to look for and how to connect them.

I think this is probably a puzzle that might be a few more years away … Like asking the ai to Use the Unity Intelligence Utility AI Framework to make X do something … and it would set it up for you. lol.

my math is grade 10 … but high IQ ,spectrum kinda … but I know, for me . with everything … learning ho to code… is not enough time … Textures and making levels has always been my fav fun.

I hear you … I am sure your asset is sound … but , yeah getting attention is what is a problem.

Possibly sponsoring a game jam … OR maybe asking some if the more well known you tubers that
are into Unity or " un boxing " new assets … maybe too.

It’s great, but currently, Generative AI is not for small devs. Tbh, we don’t have the time and money to train the AI to generate the correct code.

Anyway, thank you for your advice.

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Utility Intelligence 2.2.6 is now AVAILABLE on the Asset Store!

Changed

  • Updated Documentation.pdf

Fixed

  • Fixed the issue where decisions without targets were run once per target. Now, they are only run once per decision-making update.

This update has changed some file names, so you must delete the old packages before upgrading. Check Upgrade Guide for instructions on how to upgrade.

Full Release Notes
For the full release notes, please visit:

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