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[RELEASED] Crux 2.0 - Procedural AI Spawner for Terrains (Biomes, Population Caps, and more)

Discussion in 'Assets and Asset Store' started by BHS, Dec 13, 2016.

  1. BHS

    BHS

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    Crux
    Crux is a runtime procedural AI spawner capable of spawning AI dynamically across terrains according to customized biomes and conditions. Crux eliminates the hassle of having to place AI by hand as well as allowing AI encounters to be realistic and unique every time. Crux works with all types of Unity terrains whether they are procedurally generated, designed by hand, or endless. Crux performs well by despawning AI that are out of range of your player and only making efficient calculations once every spawn interval.

    Note: Crux is a spawning system, not an AI system.

    How it works
    Users create biomes that are defined by as many textures as needed. As the player moves through the terrain, the spawn position gets the texture and spawns AI according to the biome and the conditions. Each biome has 3 categories of AI; Wildlife, Creatures, and NPCs each with their own rarity and conditions for spawning. For example, your Wildlife category for the Forest Biome has a 60% of spawning. When a successful spawn happens, Crux randomly picks an AI from the Wilderness Category where deer and rabbits are common whereas fox and bear are rare. Crux uses customizable population caps for each object to help keep environments balanced and realistic.

    Purchase
    Get it here: https://www.assetstore.unity3d.com/#!/content/79350?aid=1101l3nnr

    Crux Demo 2016-12-12 17-27-30-347.png Crux Demo 2016-12-12 17-24-31-366.png Crux Demo 2016-12-12 17-26-32-906.png
    Crux Demo 2016-12-12 17-35-12-198.png Crux Demo 2016-12-12 17-30-07-056.png

    More to come!

    Spawn ID Feature
    Here's a new video demonstrating the Spawn ID feature included with Crux. The Spawn ID System generates a Spawn ID for each Crux game object. If enabled, these spawn IDs can be used to spawn AI to the player's location making it easier for development and testing (Similar to AAA games such as Skyrim/Oblivion/Witcher 3). All Spawn IDs are generated automatically by Crux and written to a txt file. The format includes both the AI's name and Spawn ID.





    AI Generation Demo
    Here's a video demonstration showing various AI encounters from wandering around 24 sq km.. Each encounter you see was dynamically created by Crux's spawning system. The Forest and the Desert areas each have their own Biomes each with their own types of animals and creatures that can be spawned using Crux.






    Documentation
    If you are interested on checking everything out before Crux is released, here are the links to do so. We will be continuously updating the wiki site with more tutorials and information. Tutorial videos will be coming soon.

    Crux Wiki Site
    Crux Documentation
    Crux Tutorials

    Further Details
    There's so much Crux can do, and there's way too much to list everything, but here's the features worth mentioning.

    Supports
    * Supposts CTS
    * Supports Unity Terrains (Mesh support coming soon)
    * Supports procedurally generated and endless terrains (Unity Terrains Only, mesh support coming soon)
    * Supports 3rd party terrain systems and shaders such as Gaia, Map Magic, and Distingo
    * Supports any character controller system
    * Supports any AI system that supports spawning
    * Supports Emerald AI
    * Supports Unity NavMesh
    * Developed by the same developers as Emerald AI and UniStorm (UniStorm implementation planned for optional special conditions such as time of day, weather, and seasonal spawning)

    Key Features
    * Efficient and powerful - Crux performs well by despawning AI that are out of range and only making efficient calculations once every spawn interval.
    * Unlimited Biomes - Supports an unlimited amount of Biomes.
    * Unlimited Objects Support an unlimited amount of objects for each category
    * Population Caps - Customize the population Caps for every object to help keep environments balanced and realistic.
    * Global Caps - Gives control over the max number of total objects that cab be spawned at a time.
    * Spawn ID System - The Spawn ID System generates a Spawn ID for each game object. These spawn IDs can be used to spawn AI to the player's location making it easier for development and testing (Similar to AAA games such as Skyrim/Oblivion/Witcher 3). All generated spawn IDs are also created in a txt version with the name of the AI and their Spawn ID.
    * Spawning and Despawning - Crux gives users the control over the spawning radius as well as the despawning radius.
    * Rarity of Encounter - Customizable the rarity of encounter for each AI (Common, Uncommon, Rare, and Ultra Rare).
    * Odds Based on Category - Adjustable odds for each category of AI (Wildlife, Creatures, and NPCs) However, Crux also supports purely random spawning of every category.
    * Angle Detection and Restriction - Angle detection that only spawns AI within the angle limits of the terrain.
    * Obstruction Avoidance - Crux automatically avoids positions that are obstructed to avoid being placed on non-terrain areas and objects.
    * Spawn by Groups - Customizable group numbers allow you to spawn AI in randomized groups based off of your input.
    * Spawn Radius - Customizable spawn radius gives you control over group's spawn radius.
    * Easy to use with Low Learning Curve - Easy to use Editor with low learning curve. No other scripts are required. All you have to do is customize the conditions.
    Crux


    Road Map Version 2.0
    For more information regarding Crux 2.0, see the post here: https://forum.unity.com/threads/rel...ps-groups-and-more.445861/page-5#post-3615943
    - Full Support for MegaSplat
    - Option to not spawn to textures
    - Mesh support
    - Spawn around tag option to spawn around areas such as camps, caves, city, etc.
    - An additional options tab for spawning non-AI objects, if desired.


    Animated models by: Protofactor, INC & Adventure Forge (Deer and Wolf model)
     
    Last edited: Jul 8, 2020
  2. Hans

    Hans

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    Nice, looking forward to this :)

    dose it work with unitys NavMesh?

    and i am sure it will work seamless with your Emerald AI :)

    Ahhh nice "* Supports any character controller system"
     
  3. BHS

    BHS

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    Yes, it works with both Unity's NavMesh and Emerald AI.
     
  4. thenamesace

    thenamesace

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    Ohh cool cant wait for this any ETA ?

    never mind just seen a week or so lol
     
  5. BHS

    BHS

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    Thanks!

    Yeah it should submitted by December 20th, possibly sooner.
     
    thenamesace likes this.
  6. BHS

    BHS

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    Hey everyone!

    Here's a video demonstration showing various AI encounters from wandering around 24 sq km.. Each encounter you see was dynamically created by Crux's spawning system. The Forest and the Desert areas each have their own Biomes each with their own types of animals and creatures that can be spawned using Crux.

    Lighting and sky by: UniStorm
    AI created with: Emerald AI (The AI's aggression was turned down so they wouldn't attack the player)
    Terrain created using Map Magic.
    Trees and bushes: SpeedTree
    Character models: Protofactor, INC & Adventure Forge (Deer and Wolf model)

     
    Last edited: Dec 14, 2016
    thenamesace and JBR-games like this.
  7. Stormy102

    Stormy102

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    Wow this was quite a sneaky reveal @BHS This looks pretty cool
     
    BHS likes this.
  8. txarly

    txarly

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    looks awesome,
    - Would be possible to spawn the animals in areas(may be with a visual radio as emerald) apart from textures?
    - will you include the scene of the video or at least can you tell me the settings of the terrain and where you found the grass?i am trying to get that effect (terrain texture and grass) but all the grasses i found are wider but yours look thinner

    thanks
     
  9. Deleted User

    Deleted User

    Guest

    Wow! Another amazing looking product by BHS. :)
    Which assets did you use in the video? You're scene is very lovely.
     
  10. BHS

    BHS

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    Hey there!

    - Not at release, but we plan on having other methods for spawning areas other than just textures.

    - The scene will not be included because it uses assets from the Asset Store. The grass texture is from the Map Magic asset.

    The setting for the grass were:
    Min Width: 3
    Max Width: 4
    Min Height: 1
    Max Height: 2
    Noise Spread: 0.1
     
  11. BHS

    BHS

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    Thanks! The assets used in the video have been added to the post.
     
  12. BHS

    BHS

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    Hey everyone!

    Here's a new video demonstrating the Spawn ID feature included with Crux. The Spawn ID System generates a Spawn ID for each Crux game object. If enabled, these spawn IDs can be used to spawn AI to the player's location making it easier for development and testing (Similar to AAA games such as Skyrim/Oblivion/Witcher 3). All Spawn IDs are generated automatically by Crux and written to a txt file. The format includes both the AI's name and Spawn ID.

    AI created with: Emerald AI
    Terrain created using Map Magic.
    Character models: Protofactor, INC & Adventure Forge (Deer and Wolf model)



    Here's an example of a generated Spawn ID txt file. This can support as many objects and biomes as needed.
    Code (CSharp):
    1. Name: Deer  -  Spawn ID: VIL872
    2. Name: Forest Rabbit  -  Spawn ID: TDW535
    3. Name: Fox  -  Spawn ID: QWN205
    4. Name: Wolf  -  Spawn ID: LGW272
    5. Name: Brown Bear  -  Spawn ID: LXX270
    6. Name: Troll   -  Spawn ID: UJF337
    7. Name: Forest Spider   -  Spawn ID: VFR213
    8. Name: Goblin   -  Spawn ID: AWR363
    9. Name: Elephant  -  Spawn ID: MXP352
    10. Name: Zebra  -  Spawn ID: CYF720
    11. Name: Desert Rabbit  -  Spawn ID: PAB131
    12. Name: Skeleton Soldier   -  Spawn ID: IBQ612
    13. Name: Skeleton Warrior   -  Spawn ID: RSO828
    14. Name: Skeleton Knight   -  Spawn ID: SZH186
    15. Name: Desert Spider   -  Spawn ID: QAB879
     
    Last edited: Dec 18, 2016
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  13. IvanAF

    IvanAF

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    =) Looks very nice

    What is the price estimated for first release?
     
    BHS likes this.
  14. BHS

    BHS

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    Hey there!

    Thanks! The release price will be $24.99, but may increase with as we further develop the system.
     
    Last edited: Dec 18, 2016
    IvanAF likes this.
  15. BHS

    BHS

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    Hey everyone!

    We've added some new features. One of these is to help better evenly distribute spawning. This is done by efficiently detecting previously spawned AI and avoiding spawning new AI too close. The distance for this is customizable and this feature is completely optional. Groups will still spawn as normal. This just gives each spawned AI, and their groups, some space.

    Another new feature that has been added is visible spawning radii.

    The yellow circle is a customizable radius where AI cannot spawn. This is the area where the player is. This is to stop AI from spawning too close to the player.

    The red circle is a customizable radius where AI can spawn. AI can spawn anywhere in this radius as long as the proper conditions are met and there are no obstructions.

    The blue circle is the radius that controls despawning. Once an AI has left this, it will be despawned. This is also customizable.

    This gif shows the spawning process during runtime. The clusters you see is the group feature in action. Each Crux object has their own customizable group radius and population caps. The spawning process stops once the max global spawning amount has been reached.

    CruxSpawnGif.gif
     
    Last edited: Dec 20, 2016
    neuston and IvanAF like this.
  16. Wavinator

    Wavinator

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    Great work! Very excited to see this, it's exactly what I need. Kudos for supporting such a wide range of tools, especially MapMagic. It seems many tools are not designed with procedural environments in mind, which makes open world game development challenging. I really love the idea of Unistorm integration as well (monsters that come out at night? Awesome!!!!)

    A few questions:
    * How easy is it to adjust the spawning dynamically, ramping or toning down spawning at runtime based on outside variables? (Thinking dynamic difficulty, like spawns based player deaths, health or level, or more complex logic tracked outside the system like spawning X if Y mob is destroyed or X along with Y if difficulty is set at Z etc. I'm especially interested in the idea of "guaranteed random" where you increase/decrease spawn probabilities to ensure players see certain content rather than just being at the mercy of the RNG)
    * What about optionally preventing spawning in the viewing direction (to prevent content from popping into view)?
    * The spawning logic looks geared toward an avatar that's on foot. What challenges do you see with avatars with higher rates of speed (say a jeep, drone or helicopter)? Dynamically increasing the spawn circle based on avatar speed might help
    * Going forward, any plans for spawning in more structured environments like cities/towns (vehicles on streets, people on sidewalks or plazas)?
    * Support for particle effects, music, sound triggers on spawn/despawn?
    * Pooling integration?

    Some future suggestions:
    * Spawn biased on average movement vector to help ensure content is spawned ahead of player rather than behind
    * Spawn based on waypoints (to help ensure content along static or procedurally generated quest routes)
    * Spawning on meshs? (For birds that explode from trees or bushes, bats from caves, etc.)
    * Spawning that's agnostic of terrain (spawning based on globe so we get spawning of birds in air or even use something like this for a space or undersea game)?
    * Zone Controller compatibility?
    * Apex Pathfinding compatibility?
    * ORK compatibility (eh, probably a longshot but never hurts to ask!)
     
    Stormy102 likes this.
  17. BHS

    BHS

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    Hey there!

    Thanks, glad to hear your interested in Crux.

    Great questions and suggestions!

    1) Right now, spawning is capped based on the object's Population Cap and the Global Cap. Spawning also takes in account the Category Odds and the Object's Spawning Odds which can be set to the following (Common - 55%, Uncommon - 30% , Rare - 10%, Ultra Rare - 5%). More complex spawning logic will come with future updates. We are currently taking feature requests so suggestions are always welcome.
    2) This is something that we wanted to add, but didn't quiet make it in for release. There is a setting to prevent spawning from happening too close to the player. This is adjustable via the Crux Editor. During testing, there was no visible spawning.
    3) The Spawn Interval speed can be adjusted dynamically so adjusting the spawning speed based on the player's speed is certainly possible.
    4) Yes, with our next update the plan is to add a spawning node feature. This will allow Crux to detect these nodes and spawning accordingly.
    5) Yes, this is something that we would certainly like to add within our next update or two.
    6) As of right now, we haven't seen the need for object pooling based on our tests. Crux doesn't spawn enough objects to need pooling. However, if and when the time comes, we may add this in the future.

    Great suggestions!
    1) A method for better spawning AI in front of the player is something that is planned for our next update.
    2) The spawning node feature should be able to make your waypoint suggestion possible.
    3) Spawning on mesh is something we would like to add in the future as the Crux develops.
    4) This is a feature that we can definitely consider for a future version. It also depends on the need/demand of suggested features.
    5) Crux hasn't been tested with Zone Controller, Apex, or ORK, but our goal is to support as many systems as possible. Crux should work with most AI systems as long as the AI system supports spawning.
     
  18. BHS

    BHS

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    Hey everyone!

    Crux has been submitted and is awaiting approval.

    We're looking forward to seeing what everyone thinks of our newest system.
     
    Stormy102 likes this.
  19. Hans

    Hans

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    Ausome

    My card is ready :)

    Are you going to release some tut's on how to use it before its release?

    Thanks
     
  20. BHS

    BHS

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    Hey there!

    Crux's documentation and tutorials will be online and finished up sometime after the holidays. We can post them here when they're finished.
     
  21. Stormy102

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    Just wondering how this would work with multiplayer.
    Presumably you would just add your own component that calls NetworkServer.Spawn on the object's start.
    However, I want entities to persist in the world, not just despawn. (E.g. you run away from a bear and instead of it just despawning after a certain distance, it is just disabled). Would that be possible?
     
  22. Twoonebe

    Twoonebe

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    wow great work, i hope crux becomes final status :)
    can not wait
     
  23. BHS

    BHS

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    Crux should work with multiplayer, but it hasn't been tested yet.

    As of right now, objects are despawned after a certain distance. However, the radius to despawn is huge. It's big enough to fit about 3 Unity terrains inside it, if desired. With our Emerald AI system, AI are disabled automatically when they are too far away from the player. So, you should be able to achieve similar results. We can always add new features to improve the functionality of Crux with future updates.


    Thanks! We're looking forward to its release.
     
    Stormy102 likes this.
  24. BHS

    BHS

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    Hey everyone!

    Crux should be accepted any day now and is most likely taking so long due to the holidays.

    We have finished the documentation and Crux Wiki Site. If you are interested on checking everything out before Crux is released, here are the links to do so. We will be continuously updating the wiki site with more tutorials and information. Tutorial videos will be coming soon.

    Crux Wiki Site
    Crux Documentation
    Crux Tutorials
     
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  25. Twoonebe

    Twoonebe

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    something news about the release?
     
  26. BHS

    BHS

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    Hey there!

    We're still waiting for Crux to be accepted on the Asset Store. It's most likely taking so long due to the holidays. I think they are a little bit behind.
     
    Twoonebe likes this.
  27. BHS

    BHS

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    Hey everyone!

    Just a quick update on Crux's submission process. We've emailed Unity regarding the delay and they're working on it. We're hoping Crux will be accepted sometime tomorrow or the day after. We will post it here as soon as it's been accepted.
     
    Stormy102 likes this.
  28. Twoonebe

    Twoonebe

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    We are waiting :)

    Again and Again
     
  29. BHS

    BHS

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    A lot of developers are having the same issue. It's very unusual to have to wait this long. We're hoping for tomorrow.
     
    Twoonebe likes this.
  30. BHS

    BHS

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    radimoto and 99thmonkey like this.
  31. Twoonebe

    Twoonebe

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    Congrats on the release
     
  32. BHS

    BHS

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    Thanks, we hope everyone is enjoying Crux.
     
  33. wood333

    wood333

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    Congratulations on the release. I found Crux with a simple search on the Asset Store, but I first looked for it by clicking the "NEW" button on the Asset Store home page. Crux wasn't there! I think you should give the store a nudge, and get Crux added to the "New On Asset Store" page.
     
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  34. BHS

    BHS

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    Thanks!

    We're hoping Crux eventually gets added to the New List.
     
  35. wood333

    wood333

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    Having an issue with the Asset Store. They double billed me for Crux, and I still can't download it. This is not a problem with Crux. The Store also double billed me for Mega Texture last week, so it's the Asset Store that is messed up.

    So, I was wondering, do you sell your assets directly? I went to your web site but saw no purchase option. The Asset Store has worked well for me for years, but this is a nasty problem I'm having.

    Thanks for making excellent products for use with Unity. I already own UniStorm and Emerald. I love integration by the developer, (saves me so much time and expense), so I look forward to seeing UniStorm, Emerald and Crux working together.
     
  36. pushingpandas

    pushingpandas

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    Awesome! How did you create the landscapes? Are they included in demo? Which assets did you use for the environment????
     
  37. BHS

    BHS

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    Unfortunately, we do not sell directly. You can only get our systems on the Asset Store. If the Asset Store billed you for 2 systems, contact Unity and they should be able to refund you for the extra system you were charged for.

    You are welcome. It's great to hear when people enjoy our systems. We are working on UniStorm and Crux integration for the next update. Emerald is already supported and was used in our Crux demo videos.
     
  38. BHS

    BHS

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    The landscapes were created using an asset called Map Magic. They are not included in the demo. However, we plan on improving the included demo with our next version.

    Here's a list of all the assets that were used.
    Lighting and sky by: UniStorm
    AI created with: Emerald AI (The AI's aggression was turned down so they wouldn't attack the player)
    Terrain created using Map Magic.
    Trees and bushes: SpeedTree
    Character models: Protofactor, INC & Adventure Forge (Deer and Wolf model)
     
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  39. wood333

    wood333

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    One integration feature I am looking for is to initiate a Crux spawn by UniStorm time. I would really like a box or pull-down in the Crux object inspector in which I can simply set the time for the spawn to take place. I can release some very nasty creatures as it gets dark. ;)

    So, I guess I would like a place to set a despawn too. :)
     
  40. pushingpandas

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    So you asset works seamless with mag magic? Great. I will purchase both. And your Emerald :D
     
  41. BHS

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    Great ideas, time based spawning is definitely one of the main things we would like to integrate with UniStorm.

    We're always taking feature requests, so if there's anything you'd like to see, just let us know.
     
    wood333 likes this.
  42. BHS

    BHS

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    Crux works seamlessly, but Emerald still needs to have the terrains baked with NavMesh. This is done by pinning the terrains with Map Magic and baking them. So, to clarify, Emerald will only work with Map Magic terrains that have been baked with Unity's NavMesh. Full pathfinding and endless terrain support, without the need for NavMesh baking, will be coming with Unity 5.6, which is set to release sometime in March.
     
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  43. BHS

    BHS

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    Hey everyone!

    Crux 1.0.1 has been submitted and is awaiting approval. This update fixes some minor bugs.

    If you have any suggestions or improvements for future updates, just let us know.
     
  44. BHS

    BHS

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    Crux 1.0.1 has been accepted and is now live! This is the first of many updates to come.

    We are currently working on new features for the 1.1 update. If there's any improvements or features you'd like to see, just let us know.
     
  45. siblingrivalry

    siblingrivalry

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    Hi can this work with spawning based on coordinates from a quest system?
    So when the quest is triggered the animals spawn without needing a player to be near by.
     
  46. BHS

    BHS

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    Hey there!

    No, AI can only be spawned with Spawn IDs to the player's position. However, we can certainly add a feature to do so with our next update. I think it's a great idea and could be useful. Until then, you could spawn an AI with its Spawn ID and alter its position to where'd you need it.
     
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  47. siblingrivalry

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  48. BHS

    BHS

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    You're welcome!
     
  49. rpg_gamer

    rpg_gamer

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    hey there! just got crux, and am trying to use it with map magic, and ufps, but I'm using ufps multiplayer with an instantiated character.

    I've added a crux demo object, but when I get in my scene, i get this error :

    NullReferenceException: Object reference not set to an instance of an object
    Crux+<InitializeCrux>c__Iterator1.MoveNext () (at Assets/Crux - Procedural AI Spawner/Scripts/System/Crux.cs:239)
    UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) (at C:/buildslave/unity/build/Runtime/Export/Coroutines.cs:17)
     
  50. BHS

    BHS

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    Hey there!

    Do you have Crux setup for using an instantiated player? It sounds like Crux doesn't have a player attached. Make sure that you have Crux's player transform set to Instantiated, along with its name, under Spawning Options.