Skip to main content

Pluggable AI via ScriptableObjects in Unity3d

I mentioned before that I was studying the pluggable AI tutorials, and still am. Can't say I fully get the idea, but yesterday I managed to assemble a little test, modify the original code, and improve it. I strongly recommend that you watch this conference (and the tutorials):



The tutorial uses an StateManager class which deals with updating the states (states are ScriptableObjects, which lacks the Update() method) and also serves as a repository to keep information. ScriptableObjects should not keep entity related info, as all the entities would be sharing the same object and thus, that would be a problem. Any data needed in states, decisions or actions should be provided by the state manager, so, each entity has one. An state has an action and a decision. Depending of the decision being true or false, it can transition to other two states. That's all... mostly.

The main advantage is modularity. I can write specific states and actions for each NPC, but of course, the ideal is to share as much states, decisions and actions as possible among the entities. These AI components can be assigned from the editor to the entities, could be a bit confusing, but it is not super complex.

In my little test, I added code to keep a list of flags, so the NPC greets the player when sees it, but doesn't keeps greeting again and again, until 5 seconds later, when the flag expires. I am still thinking how to implement a combat system, maybe this weekend I will solve that.

Comments

Popular posts from this blog

Unity3d isometric camera tutorial

I had pending this since a month ago, so Im forcing myself to post it today. The goal is to provide a fully functional isometric like system that you can use with few or none modifications in your own game. So, lets get started. Start Unity3d and in your scene, add an empty GameObject, we will call it target . Create a camera object and drag it to target to make it child. The result looks like this: Now select Camera and set the values to this: For a true isometric like feeling, ortho projection is essential. You could use perspective, but it is not the same. Play with Size to suit your needs (we will be using this later, when implementing zoom). Now, lets create an script named CameraController, or whatever, and drag it to target GameObject. Lets implement scrolling, the easier part: go to Update() and add the following code: if (Input.GetKeyDown(KeyCode.W)) {             dir = UP;         } else if (Input.GetKeyDown(KeyCode.S)) {             dir = DOWN;         } e

Isometric camera with Godot

Took some effort and some of my sleep hours, but at last, I made it. Here is my first videotutorial: implementing an isometric camera in 3D, with Godot. Useful if you want to emulate the look of old classics like Fallout 2, but with some extra features. Considering that my voice is not so nice, and my english pronounciation is even worse, I also added texts to help you underestand what Im saying. You will also notice some background noise, but cant do anything to solve that. Any suggestion is welcome. Expect another tutorial soon.... or sor tof. This time, will be about my AI system.

Testing animation retargeting in Godot 4

 We have finished the project and it is time tostart a new one. This time, I have convinced the team to work on a combat  prototype and try Godot 4. After a month, Im quite pleased with the progress. Specially, we have applied animation retargeting, which is a new feature in Godot 4. In previous project, our main artist devised a clever way to reuse animations, but now we have a native solution. Our first attemp didnt worked, but I found that remapping the armature starting by the feet solved the problem. Weird, isnt it? By the way, you can see the prototype here . WE are keeping it public to let people learn from our mistakes. And, if you need some animation retargeting tutorial, this is the guide we used: