please used this update of the ICECreatureUFPSAdapter
http://www.ice-technologies.de/unity/ICECreatureControl/Adapter/ICECreatureUFPSAdapter.unitypackage
any info on what might be going on with my issue? and that above creature update is a blank package when imported into unity. 3kb
Hi rpg_gamer,
yeap, the popup menu you means just provides you a quick access to all your creatures in your scene. Select the desired creature and press the SELECT button, so you can switch between the all your creatures, without leaving the inspector view to searching a creature in the hierarchy. If you active the global flag (ALL GLOBAL), all your creatures will also use the same display options, this can be extremely helpful to navigate inside complex scenes, to compare the settings of several creatures or during the fine adjustment of an interactor.

The above-named Popup displays all your creatures, which are listed in the Creature Register. The Creature Register is a separate, homonymous Component in your scene (empty GameObject with the ICECreatureRegister script), which will be automatically created if you press the ADD CREATURE REGISTER button of your first creature.
The Creature Register, which is part of the ICECreatureControl package, is the Pool Manager of ICECreatureControl and handles all the population related tasks, such as the initial spawning, the population balance (including soft-respawn) etc. furthermore the register contains several environment information, provides search functions and allows the direct and performance-friendly access to each registered creature.

To register a new creature, simply press SCAN and all ICECC controlled objects will be registered automatically, but you can also register an object manually by drag its GameObject into the āAdd Creatureā object field. Basically all ICECC controlled creatures should be listed in the register, but you should also register your player and also all objects which you want to use as potential interactor.
I hope my answer will be helpful to you and if you have further questions please feel free to contact me.
Have a nice day,
Pit
the blank package means that the scrpts are already installed, but to make sure that you will use the new ones, you should delete the adapter folder (Assets/ICE/ICECreatureControl/Scripts/Adapter) and reimport the downloaded adapter package.
The new adapter looks like this

hm also creatures donāt seem to see that an instantiated ufps player is even there, or register damage from it.
did you have add your player to the creature register and define interactor rules for him?
By examining and playing with the settings in the Demo scene I was able to learn how to kill animals and how to get them to attack and kill me. Very cool!! Thank you very much for including the demo!
I played around with a lot of the settings and I donāt know what I did (operator error), but now when my animal attacks, it causes some damage and just dies; even though I never fired a shot! I donāt want damage applied to my animal until I actually shoot it. Can you tell me what setting would cause this to happen?
Hi Locky,
basically your animal will die if its health goes to zero. By default the health will be directly affected by damage ā increasing the damage will reduce the health. But dependent on your settings the health can be affected by several influences, such as aging, temperature, hunger, stress etc.
You can define such influences in each behaviour rule but also in the collision and environment settings, so if you want the complete surrounding environment could have an effect to your creature ā but just if you want, its optional! By default all influences are adjusted to zero and aging and temperature flags deactivated, so that your creature never would die.
But maybe you have adapt some influences or activate the aging process, in such a case your creature will die if its physical fitness, respective its health goes to zero. So just make sure that your creature will only affected by the impacts of your player and adjust all other influences to zero.
To find such undesired settings is quite simple. Nearly each input field have a āDā button to reset the value and if such a āDā button is yellow, the associated value was modified, so simple press the yellow default buttons, if you are not sure about the impact of a value.
I hope my answer will be helpful to you. If you have further questions, please feel free to contact me again.
Thanks Icetec; I appreciate the insight.
I started completely over and Iām getting the same results. The animal runs a little bit and just dies. I havenāt changed any of the settings for aging, physical fitness. I havenāt even gone in there.
In my original Project here is what I did, and the results:
Interactor āPlayerā, Under āRule #0 - Attackā
Changed the āSelection Rangeā slider. What follows is the value and the result of changing to that value.
1 - animal attacks briefly and then wanders away and doesnāt attack any more
3- animal attacks and then dies
20 (default setting) - animal charges but dies on the way
Hi Locky,
thanks a lot for your detailed information, I think I know what is the cause of the problem and how you can solve it ā¦
This behaviour sounds absolutely correct, because of the āRecreation Limitā which you can define in the Status Settings. This limit specifies the critical fitness value at which your creature is to weak for further attacks. If the Fitness value goes below this limit, the creature will stop its activities and wants to go home to recreate ā by default the value is 20% but you can set this value to zero, so that your creature will fighting until it will die.

Btw. to compensate suffered damages and to recreate the full fitness you could define an idle behaviour as it is pictured in the following example. Add such a behaviour rule to the leisure activities of your creaturesā home location, so your creature can recover to be ready for its next fight, but this just as a suggestion, the settings allows you to define each kind of behaviour where ever you want, so you are absolutely free.

If your creature attacks your player, while the player doesnāt attacks the creature, the creature should not be wounded, so the reported results sounds like that the associated behaviour of āRule #0 - Attackā contains influence values which affect the health of your creature as long as the player is within the selection range.
Please check the associated behaviour rule and adjust the influences to zero. The damage your creature receives form the player should be handled in the āCreature Damageā section of the UFPS Adapter script and the best would be if you also define an own behaviour just for the damage (e.g. to play getHit animation and sounds etc.)
Iām nearly sure that this will fixed the problem, if not please contact me again and if you want I can support you also in real-time via skype and or TeamViewer, so that you have not to wait for the answers.
best wishes, pit
Icetec, the panels above, are they from your asset or UFPS? If from yours, this sounds amazing and very realistic. I really like the idea of fitness and the animals going off to rest up or ālick their woundsā for a while.
However, I donāt have UFPS and have no desire to get it so confused about what is in your asset and what is in theirs. I wonder if you could make that clear. Thanks.
Oh, and also, I am reading the problems people are having at it seems everyone else is using UFPS so wondering what issues are related to that rather than your asset.
Hi Teila,
Getting UFPS is not at all a requirement for ICE Creature Control. UFPS is something that I use personally and really wanted them to work together (and they do thankfully!). But ICE Creature Control stands completely on itās own as an animal/creature AI with a ton of features. Iāve only had it a couple days but thus far I am very impressed! Iāll let you know more once Iāve had time for a deeper dive.
Yeah, I understand that it does not require UFPS. Just confused by the above description and pictures. Are those from ICE or UFPS?
Hi Teila,
thanks a lot for your posting, you are the first person who broach and appreciate the fitness.
Itās all from me and part of the ICECreatureControl package - Iām sorry, that this was not clear and thanks again to appreciate the fitness settings. In addition to all the features which handles motion, missions, interactions or the surrounding environment, the āspiritā or rather the mental and physical fitness of the creature is an essential part of ICECreatureControl to affect and steering the behaviour of a creature by biological criteria to enhance the generic and/or natural behaviour pattern.
At which the pictured status panel you mean only represents the basic status settings, which will be used by default. To use the full functionality of the fitness features the user can activate the advanced flag.

Iām sorry, thatās my fault. All panels which I have posted here are part of the ICECreatureControl package and also all described settings are directly based on ICECreatureControl. The only exception was a post about the recommended settings of the Rigidbody, but apart from that there are no pictured panels or descriptions of any other third party product.
You are absolutely right, Iām also wonder about that, especially because ICECreatureControl provides thousands of options and possibilities, based on 500 kb source code and the most questions I have to answer are in fact related to an additional adapter script with less than 30 lines of code. This one-sided focusing donāt reflect ICECreatureControl and is not really beneficial to improve the product. Itās currently the first version of ICECreatureControl, the update is nearly finish and I would prefer to get more constructive feedback, suggestions and criticism as well ā thatās important to me to improve my work!
Kind regards, Pit
Thanks for responding, Pit. ![]()
I love the fitness because we are using a similar system for our characters so your system would go well with ours.
I also love the aging and all the other details of your system so my guess is we will buy it. I like to wait for some of the bugs to be sorted out but since it looks like you have few vocal testers that do not use UFPS that maybe we are going to have to just jump in.
My programmer that tests and integrates outside assets is currently busy with something else and I know he will be easily distracted, but we will probably get this within the week. Thanks again!
Icetec,
Thank you for the details on how this works. I got it working as expected, although I made changes in many areas, so I canāt be certain which change fixed it. In re-examining the demo scene and jumping back and forth to my own, I have learned a lot.
I am sure that I will have further questions, but my animal does attack, and I can attack it! This is a HUGE first step! I am very satisfied with the results thus far and really appreciate your help!
A curiosity question:
What is the distinction between Damage and some of the other influences such as Stress and Debility? What I mean is that āDamageā is obvious; if it reaches zero, the result is death. What are the results of increasing or decreasing the other variables? Are they simply variables that can be tapped into and assigned different behaviors?
Iām planning to buy some animal AI asset and your description looks very promising. Could you please explain how path finding is working. Do you use any?
Never mind, found the answer in your help document.
Iām also considering Emerald Animal AI, tough question but, any word why your asset is better?
I have Emerald and it works fine for us. ICE seems more complex, meaning you have more control, which I like. Emerald at this time just feels more hack and slash, with little depth. I guess that could change but maybe not. One thing it has going for it is integration with Tonyās upcoming quest system, something we plan to use. Other than that, they both seem to do similar things, although ICE seems broader.
After we try it, I will write up something about the differences. They both seem good, although in both cases, most people using them have UFPS which means most of the information on the forums is about that integration rather than using it without UFPS.
There is a pretty significant difference in needs for an RPG with non-physics based combat as compared to an FPS game.
I am thinking ICE might be better for RPG because of the control but we will see.
Glad we have so many options.
Thanks Teila! Really appreciate your opinion and looking forward for comparison!
My pleasure! If you have further questions or problems please feel free to contact me!
By default the fitness will be affected by the damage value only, but while using the advanced status features the damage factor will be only one of several criteria, in which the influence of a single factor will be dependent on the defined weighting coefficient. By using this your creature can have strong and weak points; for example, a creature in your game shall be extreme aggressive and will attack all other species and also your player will normally have no chance to win a battle against this monster, but this invincible creature have some weak points, it doesnāt like cold temperatures and it needs a lot of energy, so the player could lure the creature in a colder zone and/or an area where the monster doesnāt find enough food both will affect the fitness and weaken the creature and the player can vanquish it. But beware, indeed the creature is weaker but in its death struggle itās also much more aggressive and dangerous.
As you maybe already have seen, you can define influences in several sections, such as in the behaviour rules or the environment settings as well, where you could define a specific surface to feed your creature or to kill it as well, cause the ground is contaminated or the plants there are toxic for example ā thatās up to your ideas, needs and requirements.
Furthermore the fitness and influence values will be also part of the Target Selection Criteria, this was already included but the handling was too confusing and so its commented out in current version, but you can see some rudiment fragment by activate the advanced flag of the Target Selection Criteria.