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AI Designer Pro

 

The ultimate AI system and combat kit for Unity. Craft complicated AI without even using a line of code, isn’t that amazing? creating an AI can be really painful but we have got you covered. With some clicks, your folks, wildlife, vehicles, zombies, etc instantly return alive!

What are you able to make? Combat agents (simple/light, or advanced), flying units, racing AI, RTS units, military science AI, companions, advanced life, birds that flock, and more! One AI tool to find out for all of your projects! Use AI Designer over and over, for any game, genre, AI need.

Key Features:
+ Visual Behavior Editors – no coding!
+ One-Click AI Setup from the menu
+ simple integration w/ alternative assets
+ First Person Shooter demo w/ Controllers
+ loads of demo scenes
+ Combat System (Melee/Ranged)
+ Complete Health System + motorcar Heal
+ Armor & Shields + motorcar recharge
+ Object Pooling System (modular)
+ Advanced Weapons System
+ A* Pathfinding (Integrated w/ NavMesh)
+ easy or Advanced pathfinding choices
+ Advanced AI Move Controller
+ Goals & desires
+ inbuilt Dialogue System
+ A.I. feeling & Feelings
+ inbuilt military science Behaviors
+ Unlimited Factions
+ Supports athletics & Flying
+ Visual path editor for patrol ways
+ Procedural Animation liquidizer
+ Footsteps Manager
+ Mobile-ready
+ Editor extension is precompiled optimized DLL for speed
+ third Party Ready:

AI Designer Pro Simulate Daily Life: over combat AI! The goals/needs system helps you to produce NPCs with unlimited custom goals and unlimited actions, all while not code. every NPC’s desires are managed mechanically within the background – you simply set the rates and the way typically needs arise.
Examples: Animals: (Needs) Hunger & Thirst. (Actions) Hunt objects labelled as “food” or notice the nearest water once thirst levels reached. town dwellers: (Need) Daily jobs/head to workplace. (Action) notice path to the edifice. Peasants: (Need) Chop trees. (Actions) notice near the tree, move to it, play effects till want for wood decreases. Flag Carrier: (Need) Capture enemy flag. (Action) notice enemy flag object & move to that.

Visual written material All AI agents have their own behaviour editor right within the Unity Inspector, alongside all of your alternative elements. Use this editor to make complicated behaviour, all while not committal to writing. Waypoints, patrol ways, cowl spots, and additional will merely be drag/dropped around your scene!

Essential military science Behaviors: fly, wander, patrol, take cover, decision backup, and more. All built-in! you simply tweak some settings.

Targeting Strategies: Agents will order targets (e.g. decide enemies with the lowest health, decide enemies with highest priority rating, etc)

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