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Definitely a feature coming to RAIN.
Rival Theory is trying to raise the bar for great AI-driven characters across the industry. For us, that starts with putting the best possible...
Detect node Sensor and Aspect have changed - they are now Expressions. That means you will need to use sensor names like this "MySensor" and...
@TMPxyz: We'll look into the issue with priority nodes. The Sensor optimization is related to RAIN{indie} only and is not a factor in performance...
I suspect you want to do this using a MecanimMotor rather than through a behavior tree node. The MecanimMotor gives a bunch of values that can be...
@Breyer Although RAIN is geared toward character AI, it should be possible to create flying characters like you want moving in 3D. That includes...
I would use the new version of RAIN coming this month, with both NavMesh and waypoints. The waypoints can provide high level pathfinding...
1) Pretty easy. You can control movement animations and other animations through the RAIN Behavior Tree system. In fact, we will be posting a...
@khellstr You can accomplish what you want by using custom actions. You will essentially want to do your check, then turn on or off waypoint...
@n8 - Obstacle avoidance is really not great in RAIN{indie}. Even if it were, though, You probably don't want to set your waypoints up so that...
@rtheprince: Any chance you can send us a project with your setup? If states are changing, it suggests that your raycast sensors may not be...
To switch, make sure both waypoints and navgrid are set up correctly in your pathmanager (i.e., the waypointcollection is set and the navgrid file...
I suspect your Move node is failing. Change your movetarget from "player position" to just "player", which is the variable you are setting in...
That would work just fine. Simply assign the navgrid to the AI at runtime (in the pathmanager) and then call pathmanager.ReInit().
The NavGrid system does not work well with procedurally generated levels, nor with prefabs assembled at runtime (assuming you needed to path...
Speed can be controlled in a couple of places in RAIN{indie}. Your RAINAgent component has a Max Speed, which will limit how fast your AI can...
We've seen a few reports of issues with the BT Editor over the weekend. All have come in at around the same time, so we feel like the problem is...
@BHS - I also noticed in your project that your Sweep3, Sweep4, and Sweep5 are below the ground. That's causing your AI to get stuck when moving....
We have a fix coming for the fade in/out. Although the fades are working, they require that you run your nodes in parallel. We'll make a change...
With regard to changing behavior of the AI based on things happening in your code, you will probably want to do that using the AI actionContext....