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Emerald NPC and Animal AI system for Unity 3D
Emerald AI is an easy to use, all in one, AI system that creates dynamically wandering animals, predator and prey, enemies, NPCs, breedable animals, and more.
Supports both UFPS and RFPS, tutorial included.
Emerald 1.3 brings tons of new features, Mecanim support, multi-tag support, improvements, and more.
With the behavior system, you choose if the AI is Cowardly, Passive, Hostile, or Defensive. With Emerald's easy to use Editor, it only takes few minutes to setup custom models.
All AI using Emerald will have dynamically generated waypoints. These waypoints allow the AI to dynamically roam, hunt, form herds and packs, and graze all within their appropriate Radii. Emerald offers 150+ customizable options allowing you to create the perfect AI to suit your game's needs.
System
* Supports both First Person and 3rd Person camera types. Example systems are included for both.
* Supports both Unity Free and Unity Pro
* Supports Mecanim and Legacy animations. * Support for more than just Animals. Emerald AI can be used for NPCs, Enemies, Creatures, Zombies, and more.
* For users who want only animals or only NPCs, we have designed Emerald with this in mind. NPC and Animals are separated using the Editor. The code from these 2 categories don't even run unless one or the other is selected. So, if your AI was set to Animal, none of the code for the NPC would be running in the script.
* Emerald has amazing performance by utilizing Unity's LOD system. This is done by deactivating Emerald and its components when not in view. This allows Emerald to have 1,000's of AI within 1 scene at a time. AI are then activated when within view when they become unculled. This process is seamless and fast. We tested this with 1,000+ AI/Animals spread across 13 square miles and maintained 60+ frames per second.
* Dynamic Herds and Packs - This is done dynamically by randomly generating an alpha on start. There is a 1 in 5 chance that an AI will be an alpha. If an AI that is not an alpha comes within range of an alpha, that is also the same Name Type (that is set within the Editor), and it isn't ready in a herd, it will become apart of that alpha's herd. AI within a herd will follow the alpha (in herd mode) to its generated waypoints. This can be used from animals, to enemies, to hordes of zombies.
* AI use slope detection and rotate according to the current terrain slope. This allows there to be no hovering on steep slopes as well as resulting in much more realistic looking AI. This option can be enabled or disabled if desired. This feature is only enabled if an AI is active.
* Behavior Types categorized as (Cowardly [will flee from appropriate tags] Passive [usable by farm animals or NPCs, allows AI to continuously wander around an area], Hostile [will attack anything with the appropriate tag on site] Defensive [will attack enemies on sight (with the tag enemy) but only attack a player, or others, if they are hit first.])
* After an AI has given up on its chase. It will return back to its starting position, if enabled, and continue to wander within its Wander Range.
* Max Herd Capacity for each AI Name Category. This is to help AI/animal herds from getting too big and dominating your artificial ecosystem.
* Alpha replacement. If an alpha AI dies, and it is leading a herd, it will generate a new alpha within its herd to become the new alpha.
* Turn Animation Support - We have also added support for turning animation, as requested. This feature is completely optional. Turning animations will play when an AI needs to take a turn that's sharper than ~60°. This also applies when an AI is attacking and chasing its opponent. This allows for greatly improved realism.
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