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[RELEASED] Emerald AI 3.2 (New Sound Detection) - The Ultimate Universal AAA Quality AI Solution

Discussion in 'Assets and Asset Store' started by BHS, Jun 26, 2015.

  1. Stormy102

    Stormy102

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    How long does approval usually take? 3-4 days?
     
  2. Stormy102

    Stormy102

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    Hm, having a few issues with AI getting stuck (temporary fix by increasing the agent size) and trying to reach an invalid path which is off my terrain. Maybe you could check if paths are valid before trying to reach them? I'll start working on multiplayer integration once I receive 1.2 and can therefore help with multiplayer support if you want it ;)
     
  3. SpaceRay

    SpaceRay

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    Good and great news that it has been already submitted, now have to wait until it is available.

    I hope and wish that it has new scenes showing the new features and what now can be done

    Thanks
     
  4. Ethron981

    Ethron981

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    Hello BHS, I have a problem with my mammoth. When the player enters its attack zone it runs up to the player and attacks as expected, but the problem comes when the player moves away from the mammoth. The mammoth does not follow the player but instead stays where it is and repeats a single attack animation (1 of 2). Although the Mammoth does not follow the player it does rotate to look at the player, even when the player leaves its area of attack influence.
    Do you have any idea what the problem could be? Thanks in advance.
     
  5. BHS

    BHS

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    5 to 10 business days. However, sometimes our systems are accepted a little sooner.


    This has been fixed with Emerald 1.2. AI check to make sure a path is valid before assigning a waypoint.

    Help with multiplayer integration would be awesome!


    Emerald 1.2 will come with 6 example scenes each showing off unique features.

    Here's 3 of the demo scenes that are included:








    There were some instances where some AI would sometimes do this. It has been fixed with Emerald 1.2, which is awaiting approval.
     
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  6. Stormy102

    Stormy102

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    Ok, well for multiplayer integration, you need to somehow come up with some server side optimisations, as the current optimisations only support one player. As the server will either have one host or no players on it, it would rely on checking if it's in other player's, as well as a potential host's, view to run the script.

    In terms of multiplayer support, it appears that all that is needed is to sync the current animation status and position/rotation and Emerald will do the rest. However, I'm a dinosaur and am still using the legacy Unity Networking system, and have no experience with the other systems (Photon, uLink, uNet, ect) so I'll look into the same script working for multiple systems. I'll wait for Emerald 1.2 but the principle should remain the same. :cool:

    Regarding ideas for making the system more flexible, I was wondering if it would be possible to make the system ragdoll on death? I also wondered if you could add UniStorm support and sleeping support, so animals will sleep/be disabled during the day and wake at night or vice versa. ;)
    And thinking way into the future, it would be AWESOME to have some kind of pet taming system. :D

    I have to say so far, Emerald works really well in v1.1, so I can't wait to see 1.2, fixing the *few* minor issues I've had. Our only problem is lack of decent animal models :rolleyes: Still, keep up the good work.
     
  7. SpaceRay

    SpaceRay

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    thanks for showing the new videos and that there will be new scenes, it looks good
     
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  8. BHS

    BHS

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    Thanks for this. We would like to eventually add support for multiplayer. We would of course keep this separate for those who do not want to use it.

    We experimented with having inactive ragdoll components on an active AI using Emerald. When they died, the animations were disabled and the ragdoll components were enabled. This allowed the ragdoll effects to seamlessly transition with the animations. If you want to use a separate gameobject for ragdoll deaths, this is already supported with 1.1 and 1.2.

    UniStorm support is definitely something we want to do. I'm not entirely sure how we will go about it, but I do want to keep it separate for those who don't want this feature, or for those that don't have UniStorm. Our goal is to have animals and NPCs react to the time, weather, season, and more. This could be factors like reduced flee radii when it's raining or foggy, going to certain areas at certain times of day, sleeping, schedules, etc. I think it's all entirely possible.
     
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  9. BHS

    BHS

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    Hey everyone!

    In preparation for our release of Emerald 1.2, we have been redoing our Emerald AI Wiki Site. There is a lot of information to add so we are not quite finished.

    One of the most important improvements is the documentation part of the wiki. These changes will include proper Documentation of the system that covers each option and variable of the Emerald Editor.

    We have also added a new section to our wiki site called Example AI Stat Tables. This provides a series of tables that give example stats and setups to help get you started. So far we have 29 AI stats for our users to use. We are taking suggestions now to add more. Once Emerald 1.2 is released, users who wish to share their own custom AI stats. We will then add them to the lists below for everyone to use. This will help users find a nice balance for stats to use in their games.

    Feel free to share suggestions and feedback regarding the improvements we are making with the wiki site.

    Some of the stats that are provided through the Emerald AI Wiki.

    Example Stats.png
     
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  10. BHS

    BHS

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    Emerald 1.2 has been accepted and is now live!

    You can get it here: https://www.assetstore.unity3d.com/en/#!/content/40199

    Emerald 1.2 Release Notes: (Due to the massive amount of release notes. I was unable to add all of them at this time. I will be adding the rest later tonight.)

    New Example Scenes
    • Animal Breeding Example – Demonstrates breedable animals, similar to MineCraft. Animals have 4 rarity types, Common, Uncommon, Rare, and Super Rare. A system is included that allows interaction with animals.
    • Defensive AI Example - Demonstrates defensive AI that will attack enemies on sight (with the tag enemy) but only attack a player, or others, if they are hit first.
    • Enemy/Hostile AI Example - Demonstrates enemy/hostile AI that will attack anything on sight with the tag Ally, Player, or prey.
    • Fleeing Example – Demonstrates fleeing AI that will run away from the player when they get near.
    • Loot Example - Demonstrates a loot system that randomly generates loot when an enemy is killed. It is then added to the player's inventory UI that is visible on screen.
    • Prey and Predator Example - Demonstrates a predator AI chasing and killing its prey.

    New Features
    • New Player System that allows for running, stamina (with visual UI stamina bar), and collisions with AI (The player system does not have to be used. Custom character controllers are perfectly fine)
    • Improved Weapon System with Editor (The weapon system does not have to be used. Custom options are perfectly fine)
    • Improved Health System with Editor (with visual UI health bar)
    • Emerald AI Editor has been redone. Tabs have been added categorizing each option.
    • A pulldown tab of either NPC or Animal will separate the two types of AI. Each setting contains exclusive editor features and functionality to keep both types separated. All NPC settings and features will remain on the NPC setting and all Animal features will remain in the Animal settings. This is to ensure that those who want to use Emerald for animals only can do so without having to deal with NPC features.
    • Added an AI Info area to see all the stats of the selected NPC or Animal. This makes it easy to see any useful information about the AI without having to look through the Editor.
    • Both Animals and NCPs now have 4 Behavior Types: Cowardly, Passive, Aggressive, and Defensive. A Cowardly AI will flee when attacked by another AI or player and will not fight back. A Passive AI will never attack. Even if hit, it will wander around within its Wandering Range. An Aggressive AI will automatically attack both Enemy/Predator and Player tags that enter its Attack Range. A Defensive AI will only attack its Enemy Tag if it's within range. If an AI is attacked first, it will attempt to attack and kill the attacker. This is perfect for AI like guards who can patrol similar to Skyrim, for example.
    • An AI will now pick a target that's nearest to it. This also goes for group fights, if their target is killed, they will pick the next nearest target to continue attacking.
    • A new Attack Delay algorithm that sets an attack delay to match opponent's attack animations. Most animations need some sort of delay before they reach their target. This system handles it automatically, if animations are enabled. This feature can also be disabled if desired.
    • Added undo and redo to the Emerald Editor
    • Added support for Death Animations to the editor as an option for when AI die. (This is on the same gameobject).
    • Added NPC Name accessible for things like quests
    • Added Animal Type accessible for things like breeding and herd/pack formation
    • Added option to enable or disable herds/packs
    • Added Attack Options to the Emerald Editor
    • Added minimum and maximum damage to the attack options. This value is randomized based of the minimum and maximum amounts with each hit.
    • Added minimum and maximum attack speed to the attack options. This value is randomized based of the minimum and maximum amounts with each hit. This controls how often an AI will attack. The higher the value the longer the delay.
    • Added Attack Delay to the attack options. The Attack Delay (meassured in seconds) controls the delay that triggers a damage call. This is useful for if your animations need some time to reach the attacker.
    • Added Weapon sound to the Sound Options. The Weapon Sound is the sound that plays when your AI attacks. This is different than the attack sound. A weapon sound can be something like a swoosh or swing sound effect to simulate the sound of your AI's weapon making a noise.
    • Added Attack Sounds to the Sound Options. Supports up to 5 and plays each time an AI attacks. This can be noises such as grunts, shouts, roars, growls, etc.
    • Added Hit Sound to the Sound Options. Supports up to 5 and plays each time an AI receives damage.
    • Added Death Sound for when an AI dies.
    • Added Run Sound for when an AI runs.
    • Added Footstep Seconds to control the seconds in between each footstep for running.
    • Added Walk Sound for when an AI walks.
    • Added Footstep Seconds to control the seconds in between each footstep for walking.
    • Added min and max sound pitch to the Sound Options.
    • Added visual Stopping Range to the Range Options
    • Added Stopping Range Color to the Range Options
    • Added Flee Type to the Range Options allowing for distance based flee or time based flee.
    • Added Max Flee Distance (Distance Flee Type)
    • Added Max Flee Seconds (Time Flee Type)
    • Added various options to disable certain animations to the Animation Options
    • Added Returns to Start (can be enabled or disabled) to the Range Options. Returns to Start will allow an AI to return to its starting position if its target is lost.
    • Added Return Protection (can be enabled or disabled) to the Range Options. Allows an AI to be protected until it reaches its starting position after it has gone out of range.
    • Added Turn Animation Support. Allows AI to play turning animations when turning more than 55 degrees.
    • Added NavMesh Offset Base to the Movement Options. Allows user to adjust the NavMeshAgent's offset within the Editor.
    • Added Breeding Options to the Editor
    • Added an option to enable or disable breeding for Passive Animals to the Breeding Options
    • Added an option to choose whether or not the AI is a baby (usable with the new breeding system) to the Breeding Options
    • Added Baby Seconds to the Breeding Options. This controls how many seconds pass until a baby is fully grown.
    • Added Breed Seconds to the Breeding Options. This controls how many seconds pass until a baby is spawned when 2 animals are in breed mode.
    • Added Cool Down Seconds to the Breeding Options. This controls how many seconds pass until an animal can breed again.
    • Added Breed Effect to the Breeding Options (can be enabled or disabled if desired). This option will spawn a breeding effect indicating when animals are in breed mode (Similar to MineCraft) We have included heart particle effects with the update.
    • Added Breed Effect Offset to the Breeding Options. This controls the offset of the breed effect to help position it exactly where it's needed.
    • The Breeding Options allow you to control everything breeding related for that specific animal. As for right now, only Passive Animal Types are supported. We will be adding support for all animals, including dynamic breeding for wandering animals, with Emerald 1.3.
    • Added customizable odds to the Behavior Options in the Emerald Editor. This allows users to customize the odds for each rarity of animal. The Editor automatically calculates the percentages for each rarity so they never go over 100%. These odds are what controls the odds of each rarity of animals being born. We are nearly finished with Emerald 1.2.
    • Support for common, uncommon, rare, and super rare babies when breeding. Each baby will be spawned according to the prefab set within the Editor.


    Fixes and Improvements
    • Greatly improved flee algorithms
    • Issue found and fixed regarding the player weapon system and hit inconsistencies
    • Improved implementation with UFPS.
    • Animations have been improved and now blend better when changing actions.
    • Hit Animations now work properly.
    • Player Tags are used for both Enemy/Predators and Ally/Non-Aggressive animal AI. Enemies, with an Aggressive behavior type, will attack a player as soon as they step into their Attack Radius. However, Allies, with a Defensive behavior type, will only attack a player using the Player Tag if a player hits them first. All this also applies to Animals. This allows users to have the option to have defensive animals that only attack if they are attacked first.
    • The AI's trigger detection is now added automatically to an AI's Skinned Mesh Renderer. This eliminates the problem with the trigger detection detecting damage calls, which sometimes resulted in hits being detected from too far away.
    • The hit animation is also based on the Attack Delay. When AI are fighting each other, their hit animation won't play until the hit time is calculated. The hit animation will not overwrite an attack animation.
    • Wander distance is now based off of an AI's starting position. This fix the issue where AI would wander too far away from their original spot.
    • Increased wandering distance to 500
    • Improved radii functionality
    • Improved radii calculations to be accurate for each model, regardless of size. The model's scale is taken into the calculation to make sure its radius is consistent and accurate.
    • Added many automatic setups so users no longer have to manually apply things like colliders and components. Users still need to set their tags manually for new AI.
    • Added new tools to Windows>Emerald AI>
    • These tools include example AI (Defensive, Hostile, Breeding, Fleeing, and Passive)
    • Player will now properly collide with AI.
    • Improved Fighting Algorithm. AI will generate new targets, within range, after their current target has died.
    • Improved Tag Options by by using pulldown tabs instead of text. This allows you to see all currently created tags in your projects.
     
    Last edited: Mar 4, 2016
  11. jonfinlay

    jonfinlay

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    That's funny, I thought you told myself and others a few months ago that UFPS did work perfectly with Emerald, and now you're saying it didn't? Including the email I sent you (11-Sep) asking for a refund which you declined because you said that UFPS worked "flawlessly" together?
     
  12. BHS

    BHS

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    Ops! That's actually an old update note. It wasn't UFPS at all. Turns out it was our weapon system. What happened was the raycast from the weapon system was hitting the AI's trigger radius collider and not the AI's collider. This was fixed by automatically adding the trigger collider inside the AI and making it ignore any raycasts. So, UFPS has always, and still is, working flawlessly. I apologize for the confusion!
     
    Last edited: Mar 4, 2016
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  13. julianr

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    Nice work on getting this out! Can't wait to use it over the next few days.
     
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  14. Stormy102

    Stormy102

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    Hell yeah! Been looking to this for ages. Good job @BHS
     
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  15. Stormy102

    Stormy102

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    OK, the things that would be really nice for the next update:
    • Option for multiple tag support
    • Option for smooth ragdoll transition from animation to ragdoll
    • Mecanim Support
    • Option to disable the optimizations, just to stop the AI from not working on remote hosts if the AI isn't in the server hosts view
    Also, the fleeing appears to not be working, as the player is within the flee radius and the AI isn't fleeing. But apart from that, it's working perfectly. The AI is choosing valid places to navigate to and it works pretty well over multiplayer just by only having the NavMeshAgent and the Emerald_Animal_AI on the server side and syncing across the network. Animations is a little trickier but i'm just syncing the current state at the moment (bit impractical for networking as it's bandwidth-heavy). It's really added a new layer of immersion to our game, so great job!!! Worth every penny ;)
     
  16. BHS

    BHS

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    Thanks for the suggestions!

    The optimization can be disabled by changing he update speed to 0. This will allow everything to update continuously.

    The reason the fleeing isn't working over the network is most likely because the fleeing algorithm takes the player's position into account when fleeing. The player's position might need to be synced with the network too. The fleeing calculations can be found in the Flee function.
     
  17. Tethys

    Tethys

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    Been watching this update since months ago when it was supposed to come out. A major feature announced but now not showing up is support for something other than this horrible Unity Nav mesh. Now I do not see this in the update notes but lots of other stuff that isn't really related to an AI package, like all the weapon stuff, player setup, pretty much everything not related AI making a 3d model move and behave. Many of these new features were already covered by other assets, in the case of developers who have already been working on a game and are looking for AI, not a game in a box (which seems like what both Unistorm and Emerald are attempting to do - hell there is a Steam game Age of Survival that is just Unistorm and a couple asset packs made live). We were really hoping to just use a good AI system, which seemed like the initial focus for this product. Am I wrong in assuming the pathfinding support did not make it into this update? And with the update being pushed back so many times, why add so many non AI related things but then leave out such an important thing as pathfinding support?
     
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  18. julianr

    julianr

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    What part didn't work with UFPS? I didn't have any issues in the 1.1 release. Which version did you have a problem with?
     
  19. BHS

    BHS

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    Hey there, great question!

    Pathfinding support is most likely coming with the 1.3 update.

    The reason there are extra features, such as the player system, weapon system, and loot system, is because it was heavily requested (by many emails) that we provide working example systems. With 1.1 all we had were a series of cubes that moved around on a plane. Our customers needed, and deserved, fully developed and working demos and demo systems. The player system does not have to be used. It is simply an example and starting point for users who don't have 3rd party character controllers. Emerald works with UFPS and other systems from the Asset Store, even 3rd person systems. Emerald is flexible that you can add your own calls to custom functions where needed.

    Our main focus is still AI related features. Emerald just needed proper demo examples. Now that this part is done, we can continue to focus on AI related features. Pathfinding is still our top priority. We know procedurally generated games cannot properly use Unity's NavMesh. So, it's an important feature that will be added as soon as possible.
     
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  20. julianr

    julianr

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    Isn't Unity 5.5 meant to fix a lot of things with Unity Navmesh to do with Procedural pathfinding? Still good to support A* though, but once 5.5 is out there may not be a need to move over to A* unless there is something specific you need, or an increase/decrease in performance or you don't intend to upgrade as it may break things in your current project specific to the version you are using.
     
  21. BHS

    BHS

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    UFPS has always worked, at least for us and everyone else. Every scene is different with many different factors. For those who it wasn't working for, it was usually due to certain project and scene related issues as well as not setting things up correctly.

    Mecanim support was planned, but was delayed (nearly every one of the other 100 new features we had planned were added with the 1.2 update). Every developer, even AAA, sometimes have plans to do things that don't quite happen at the planned time. We understand that some customers were looking forward to this feature. We are doing everything we can to make sure it happens. I apologize for any inconveniences.

    We do help customers, for those who email us. We have written quite a few custom scripts of our customers. The reason the example scripts section is empty is because there are a lot of changes made with Emerald 1.2. We included all the example scripts in the 1.2 update this includes an example loot system, player health system, player weapon system, custom player controller, running and sprinting system, breeding system, footstep sound system, example AI (passive, breeding, hostile, defensive, and cowardly).

    If you want, when we are finished adding Mecanim support, we would be more than happy to give you early access to help you out.
     
    Last edited: Mar 4, 2016
  22. BHS

    BHS

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    Yes, I forgot about this. I just read that NavMesh will be possible during runtime which should support procedural terrains. I would hate to implement a custom pathfinding option when Unity has their own coming. We will have to see what's going on with it before we make any calls. From my understanding, it's an option that's checked to allow for runtime baking of the NavMesh.
     
  23. julianr

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    Sheduled for around June I think. Still a fair bit away, plus if they move the goal posts or break Unity performance again it will delay things further. How long would A* take you to implement?
     
  24. Marcirazzo

    Marcirazzo

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    "2 week special introductory price for version 1.2!" It means that the price will increase in two weeks?
     
  25. johny256

    johny256

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    Hi I am interested in your AI system you can manage integration with ASET unitZ ??
     
  26. BHS

    BHS

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    I'm not sure, we will have to look into it. If it's planned for June, we will most likely implement our own solution until Untiy releases theirs.


    Yes, but not by much.


    We have not tested it, but I don't see why it wouldn't work. It's easy to add custom functions and calls. We only use a couple calls, one for damaging the player and one for the player damaging the NPCs. You would simply change these function calls to the custom ones that the UniZ package uses.

    If you needed any help with this, we're here to help.
     
  27. rpg_gamer

    rpg_gamer

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    Hello there, is there a way to use UFPS weapons with emerald ai, and not have to add the "PlayerWeapon" script to the camera? Which is really somewhat lame.
     
  28. rpg_gamer

    rpg_gamer

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    adding "ufps support" without the ability to use any of ufps's weapons makes the ufps integration on this useless.
     
  29. rpg_gamer

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    there's no integration with ufps projectiles. So you cannot use the ufps weapon system whatsoever, from what I can see. Which really makes the ufps integration only half way done.
     
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  30. BHS

    BHS

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    Integration with UFPS's projectiles should be possible, though I haven't tried it. When an animal is hit with a projectile from UFPS, you would get a reference of the AI that was hit and call its Damage(damage amount int) function.

    We will see if we can get an example up on the Emerald Wiki sometime soon. We have been busy adding all the new info to the Documentation portion of the Wiki. After that, we will be adding more helpful tutorials and example scripts to the other portions of the Emerald Wiki Site.
     
  31. Dawar

    Dawar

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    now the sound and Ai is Better
    Good Job BHS.
     
  32. namdo

    namdo

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    Hi, so I'm looking for an AI system. My character is like a companion who follows the player. I want the character to be able to follow the player without getting lost, also using navmesh pathfinding. Does your AI support this?
     
  33. Locky

    Locky

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    I have matched my animal settings to those of the "Hostile AI Example". Both chase the enemies, but only the "Hostile AI Example" kills the enemies. If I remove the Animator component on my animal, then he does kill the enemies, but then he is sliding around rather than animating. I have tried this on several animals to the same effect.
    My animal animation settings are identical to those of the example Please help!
     
  34. Dawar

    Dawar

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    how I will make static enemy
    do not move from its position
     
  35. Stormy102

    Stormy102

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    @BHS

    Seems that the flee function isn't getting called. I don't know if it's me, but i'm having issues with OnTrigger* in Unity 5.2.4f1
     
  36. Stormy102

    Stormy102

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    Under Range Options, set the wander range to 1. This should ensure that it doesn't move. However, you do want it to move to attack, so make sure you set the attack range too.
     
  37. Stormy102

    Stormy102

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    @BHS It looks like the trigger isn't being added to where the AI script is, instead the root. This means that OnTriggerEnter isn't being called, so the Flee() function isn't working. Could you push an update which fixes a few of these issues?
     
  38. BHS

    BHS

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    Thank you!


    Following is supported, but only when an animal is in Breed Mode. It is possible with a little modification though. We will be adding full companion support with Emerald 1.3.


    The Trigger Collider is being added on the gameobject's child model. Emerald automatically detects it and assigns it. The reason it's not on the AI's parent is because it needs to be set to Ignore Raycasts. Ignoring Raycasts allows it to ignore hits from the player as it's only use is for detecting flees and attacks. The AI's box collider is used for hit detection.

    If for some reason your AI doesn't have a child model, Emerald will automatically create a trigger collider and assign it to the (0,0,0) position for your AI as a child gameobject.

    We tested both of these and the trigger collider was never off, regardless of the model that we used.

    What exactly is happening with your AI? Have you assigned the necessary tags on your AI and in its Tag Options?
     
  39. Locky

    Locky

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    SOLVED

    All animation slots must have something in them. I assumed that I can pick and choose; leaving some of them empty, but that is not the case. Every animation slot must have an animation, even if it is a duplicate.
     
    Last edited: Mar 7, 2016
  40. JoBesity

    JoBesity

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    Hello. I've been looking for a little animation suite like this for awhile, but have a few questions.

    1. I need for a little enemy to be able to be kept in one area, and only attack when it sees the player, but stops if it gets away from it's filed of view. How easy would it be to do this, and with some waypoints maybe?
    2. I also want to do a puzzle area where you have to complete a bridge for the AI to cross. If I make a bridge (basically spawn one in) will the AI be able to cross it, or is not support for real time level modification?
     
  41. Stormy102

    Stormy102

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    Well i have correctly assigned the player tags. I've also added Debug.Log statements to OnTriggerEnter. I was under the influence that the script needed to be on the same object for it to be called. I do have child model, skinned mesh. I'm not sure what the issue is. What Unity version are you using? If it's higher than mine, I'll upgrade and see if it fixes any issues.
     
    Last edited: Mar 8, 2016
  42. lukamas233

    lukamas233

    Joined:
    Jan 6, 2015
    Posts:
    29
    Hi I am having trouble with the AI, I am animating a cheetah and it is not playing any animations and is not animating,
    do you know how to fix this,
    thanks, Lukamas
     
  43. Stormy102

    Stormy102

    Joined:
    Jan 17, 2014
    Posts:
    495
    Make sure that your animation type is correct e.g. set to Legacy in the import settings instead of Humanoid or Generic.
     
  44. Marcirazzo

    Marcirazzo

    Joined:
    Nov 27, 2015
    Posts:
    47
    Is possible to use turn left and turn right animation?
     
  45. Stormy102

    Stormy102

    Joined:
    Jan 17, 2014
    Posts:
    495
    Yes. You can select these under the animation section.
     
  46. Locky

    Locky

    Joined:
    May 14, 2015
    Posts:
    86
    What is the criteria for killing animals with UFPS?
     
  47. Tinjaw

    Tinjaw

    Joined:
    Jan 9, 2014
    Posts:
    518
    Burn the package to a DVD. Crack the DVD. Take a sharp piece and stick it in the neck of the animal as many times as possible. That is the criteria for killing an animal with UFPS. You may have better luck with a gun. Just saying. ;-)
     
    Dawar likes this.
  48. Locky

    Locky

    Joined:
    May 14, 2015
    Posts:
    86
    Tinjaw: Points for originality and humor! Thanks for the laugh.

    I ask because I set up my animals to attack each other and was able to use UFPS guns to kill them without using any UFPS scripts. It just worked... until it suddenly didn't. What caused it to break? Nothing! I have gone through the docs and played with the settings going on three days now. I have started over fresh projects in an attempt to simplify and isolate the problem but it just won't work. Those damn animals are super-human (or super-animal as it were) and won't die from UFPS guns.
     
  49. Marcirazzo

    Marcirazzo

    Joined:
    Nov 27, 2015
    Posts:
    47
    Yes, but there is only one slot. How to use turn left and turn right?
     
  50. Locky

    Locky

    Joined:
    May 14, 2015
    Posts:
    86
    On the Inspector locate the "Animation" component and click the little arrow next to "Animations" to open it. All animations that you use in Emerald AI must first be included in this Animation component. By default only the animations that show up on this component are the animations that were on the animal model that you are using. If you have other animations that you want to use, locate them in the Project window and drag them into the Animation component.
    Once an animation is on the Animation component it can be used in Emerald. Click the "Animation" button on Emerald and drag the animations into their respective places. All slots must have an animation or it won't work correctly. So if you don't have a Death animation for example, put something in there; the Idle animation for example. You can always change it later.