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Vision System 1.0 Released!

Discussion in 'Assets and Asset Store' started by reigota, Aug 14, 2011.

  1. reigota

    reigota

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    Hi folks!

    I am here to announce that you can find in Asset Store a new, simple, easy to use, high performance Vision System!

    How it works??

    Very simple:

    1) You drag the Vision component to any GameObject in your scene.

    2) Configure what kind of vision (spherical, solid figure like diamond, or like camera frustum ). Configure distance, layer, tag and a few others parameters

    3) In any other script you implement what you want to do when:
    -- Objects enter in sight
    -- Objects are still in sight (every frame)
    -- Objects are lost of sight

    4) Play.

    It is simple like that.

    What can I do with Vision System?

    Well.. your imagination is the limit. Everything can be done with Vision System when detect objects is a need.

    Some exemples:

    * Smart security camera: Build a simple script that will start an alarm when something is detected, start a chase, close a door, etc;
    * Real time radar: very usefull for vehicles (submarines, ships, airplanes, cars, etc), night scenes, high density fog scenes, etc;
    * AI FSM feeder: every finite state machine may be richer with Vision System;




    Price?
    Only 5$!!

    AssetStore: http://u3d.as/2cP

    Any suggestions, criticism, bug report, etc., use this topic or send email to
    reigota@gmail.com


    Best regards,

    Reigota.
     
    Last edited: Oct 24, 2016
  2. zine92

    zine92

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    Maybe a video and/or screenshot would help to explain more than just words. :D
     
  3. MitchStan

    MitchStan

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    Wow sort of like OnSightEnter, OnSightStay, OnSightExit. Brilliant!
     
  4. pixelsteam

    pixelsteam

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    Yes would be great to see a video demo.
     
  5. reigota

    reigota

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    Hi folks!

    @Mitch, yes, it is what is done by this component.

    @zine92, 24pfilms, I will post some screens and videos tomorrow. You are right, it is needed!

    Already have some new features too. I will update the post and the package tomorrow.

    Best regards,

    Reigota
     
  6. LaneFox

    LaneFox

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    Amazing!
     
  7. fallingbrickwork

    fallingbrickwork

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    This sounds like a really nice package indeed. Looking forward to seeing it in action.

    Best Regards,
    Matt.
     
  8. reigota

    reigota

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    Hi folks!

    First post updated with a video and a webplayer!

    Best regards,

    Reigota
     
  9. pixelsteam

    pixelsteam

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    Very impressive work!!! Could be great for quest based exploration user specific.
     
  10. machiya

    machiya

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    Just a quick question.

    Are you ray-casting the centroid/corner vertex of every object found within the vision field?
    Hence detecting if a green box is behind a blue box!

    How many characters in your chopper/bug catching demo before the system freezes?

    G
     
  11. reigota

    reigota

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    Hi machiya,


    Yes, to detect if the vision is being blocked, a linecast is done.

    System freezes? I really dont experimented this situation. In cubes scenes there are more de 400 cubes, with at least 50 inside of vision field.

    This field of view can be seen as a more flexible trigger.


    Best regards,

    Reigota
     
  12. reigota

    reigota

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    Paypal account added in first post.

    Reigota
     
  13. mrbdrm

    mrbdrm

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    this is amazing indeed .
    and also so cheap :)
     
  14. Rush-Rage-Games

    Rush-Rage-Games

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    Looks awesome!
     
  15. CrazySi

    CrazySi

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    Looks good! (Sorry for the pun)
     
    Last edited: Aug 23, 2011
  16. crafTDev

    crafTDev

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    I don't really understand why I could never see video links on my iPhone...anyways, I think this is similar what I made custom for my app, but the seems universal(from what I read, I can't see. Pics or bids with iPhone) so I may have to pick it up :)
     
  17. reigota

    reigota

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    Bumb, waiting for more coments ;)


    This system may be thought as a easier and flexible trigger system also.


    Best regards,

    Reigota
     
  18. grfxman

    grfxman

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    Can this be used with Java Script and C #?
     
  19. reigota

    reigota

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    Hi grfxman,


    Yes, it can be used in c# and unityscript (js).

    All you need to do is write your own methods to deal with the occurences of enter in view, stay in view and goes out of view.

    Any doubt, just ask.

    Best Regards,
     
  20. grfxman

    grfxman

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    Thanks. Looks like a lot of fun so I bought it. :)
     
  21. mrbdrm

    mrbdrm

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    how easy is it to make it work with playmaker ? ( im not a coder ) .
     
  22. reigota

    reigota

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    @grfxman. Thank you!

    Hmm.. I think that should be easy, but I dont have playmaker to confirm exactly how you do it. I will see playmaker's on line documentation and try to give you some hints.

    Best regards,
     
  23. grfxman

    grfxman

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    So I'm using this on a game server with stand-ins for NPC's and I noticed it kicked out an error if there is not a mesh renderer node.
    It might be cool to have a version that detects character controllers or colliders. I try to remove all meshes on Server stand ins to keep CPU usage down, But almost always there is a Character controller/Collider.

    Just a thought :)
     
  24. reigota

    reigota

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    Hi grfxman, the renderer is used only once in vision.cs and you may change it!

    change:
    Code (csharp):
    1.  
    2. Bounds bounds = target.renderer.bounds;
    3.  
    for
    Code (csharp):
    1.  
    2. Bounds bounds = target.collider.bounds;
    3.  
    I cannot test it right now to tell it if the effect is the same, but if you are not using "Bound Box", you dont need to worry about it.

    Any other question? I am here to answer!

    Best regards,

    Reigota
     
  25. dongvanhung

    dongvanhung

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    Hi reigota !

    I have some question, your vision system still can see target that behind obstacles like wall...etc. Could you fix it in code in this thread ???
     
  26. Unicron

    Unicron

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    You have to specify the objects that are not see through, watch the video in the first page to see how it works.