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This module requires Unity 6 and Game Creator 2 to work.
Create your own behavioral AI systems using 4 industry-standard techniques.
State Machines are the easiest and most intuitive tools to use. At any given time, an agent can be executing a single state, and has a list of transitions to others.
Behavior Trees offer a way to keep systems more organized. It comes with all the common types of nodes, such as Tasks and Sub-Graphs.
Composite nodes allow for branching the logic into multiple paths, using Selectors and Sequence types, among others.
Decorator nodes allow for transformation of the result of executing their child nodes. For example, using the Inverse decorator turns a Failure result into a Success.
GOAP or Goal Oriented Action Planning is a novel technique in which you define multiple tasks of things to do, without any order, and the behavior brain will figure out the best possible combination at any given time to fulfill a list of Goals.
Utility AI (also known as Needs-based AI) is an advanced behavioral AI technique that allows for defining how much a Task node should be prioritized over others using a dynamic numeric value and an easing curve.
This is extremely useful when creating games such as The Sims, where each character has different needs based on their personality traits and current context.
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Learning Resources
Features
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Price |
FREE
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Views |
3
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Version |
65-X
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Last Update |
16-Apr-2025
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Release Date |
16-Apr-2025
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Category | |