But I am very happy to see that you are actually working on one of the things I am most interested in. It never left the drawing board, due to monetary/development time constraints. A long, long time ago I actually came up with a similar AI concept. I've recently been looking at using Unity to make the game that I've always wanted to. New scripts are defined to help you make the new characters use available gears quickly and save everything at runtime.ĭebugging scripts are improved, and new ones added. Weapons & throwables are reading character positioning data from xml files now. Scriptable object instantiator window is more generalized now as there are much more scriptable objects you can use. Its using unity scriptable objects.Ĭharacter objects like weapon grenade bullet etc, have item id’s now and all of them are instantiated at runtime by using ids. It works smoothly both for input and navmesh and very easy to change locomotion behaviours at runtime with its controller object.Įnvironment tagging are better now. Locomotion manager is not using root motion now. When you get the logic behind it, the things you can do with it, is unlimited. Basically you can define all kinds of different character controlling gears by implementing new gear(weapon,throwable etc.) drivers if you need. You can discover more about the new gear-character-control logic by checking the weapon/throwable driver scripts. Even superpowers can be implemented with the new gear system when the need arises. Weapon & throwable managers are just modified versions of the new base Gear Manager system, this system is defined to make characters use different types of weapons/throwables etc. Some of the character control systems are : This kind of behaviour was started to be used in the previous versions but now all of the systems are seperated and redeveloped for flexibility & reusability. So by using look ik character control system, you can create new behaviours like looking at friends, points of interests etc. Then it says that character should look at enemy or forward by using this controller. If a character wants to aim weapon, weapon's character driver (also new feature) asks various controller systems for new controller objects it needs, like look ik controller. Usage of those systems can be described with a basic example from the project: You can create new character controlling mechanics just by reusing them. Seperating them from one another opens up many opportunities. Throwing and weapon systems are defined by using these controller systems. Character control systems are redefined now and completely reusable. Blackboard is improved & used more efficiently Some sensor-action etc base classes implemented to help developing new ones easier. Enemy sensing is much better now with the new enemy manager sensor. Runtime cover checking sensor is available now. ![]() There is not enough action to showcase this for now though but you can take a look at the action scripts to get the idea of the new planner action chain logic. This behaviour is used on GoTo action of AI agents. Planner can chain all kinds of actions if requested while planning and more than once if needed. Actions can request different preconditions according to agent’s conditions at the actual planning time, they can also -store imformations at planning time and then use those informations when the action is activated if they exists in -the final plan. This gives much more flexibility to planning. Planner chains actions starting from Goal conditions now.
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