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Asset catalog / Behavior AI

Behavior AI assets

Explore 5 published packages in Behavior AI. Follow the category links or open a product to check its available versions and package information.

  • Utility Intelligence (ECS): Utility AI Framework for DOTS

    By Unknown author

    Version 1.1.2

    Documentation | API Reference | Discussions | Join Us On Discord Utility Intelligence (ECS) is a utility-based AI framework designed for Entity-based projects. It is built with the Data-Oriented Technology Stack (DOTS), making it easy to run densely populated scenes with a large number of intelligent agents. Unlike traditional AI techniques such as BTs, FSMs, and GOAP, which rely on conditions for decision-making, our agents evaluate all possible decisions and choose the one with the highest score to execute. Additionally, each decision is scored per target, ensuring that the best target is selected for the chosen decision. This approach makes our agents behave more naturally than those using other AI techniques 🤩. Moreover, Utility Intelligence provides the Decision Making Preview feature, which allows you to preview which decision is selected directly in the editor without having to enter Play Mode. This feature can save you a lot of time when designing your agents' behaviors. 💡Why use Utility AI instead of BTs, FSMs, and GOAP ❓How Utility Intelligence works ⚖️Differences between the ECS and GO versions ✅What Unity versions are supported 🆘How to get support 💎HIGHLIGHT FEATURES 🛠️An intuitive and powerful Editor We offer an intuitive and powerful Editor with many robust features that allow you to create complex AI behaviors and logic with ease: Decision Making Preview: Preview which decision is selected directly in the editor, without having to enter Play Mode. Intuitive Consideration Editor: See how the input and the response curve affect the consideration score without having to visualize it in your head. Blackboard Variables: Share information between multiple components, such as inputs, input normalization, and action tasks, using Blackboard Variables. Runtime Information: Show the information of multiple components during runtime. It is similar to Decision Making Preview but includes additional runtime information, such as the best target for each decision, and the execution status of decisions and action tasks. JSON Editing: Manually edit the Intelligence Data in JSON format using your Text Editor, then import it to the Intelligence Asset. Lockable Editor: Lock the Intelligence Editor to a specific Utility Agent. This is useful when you want to keep viewing a utility agent’s information while inspecting another entity in the Inspector Window. Field Attributes: Show/hide and group your fields in the Intelligence Editor. Dark & Light themes: The Intelligence Editor supports both Dark and Light themes and will automatically match the theme of the Unity Editor. 🎁Many example scenes We offer many example scenes to show you how to use Utility Intelligence to create AIs for your games: StraightArrowOnly StraightArrow vs CurvedArrow Chaser vs Evader Chaser & Patrol vs Evader & FindEnemy Swordsman vs Swordsman Axeman vs Axeman Archer vs Swordsman Crossbowman vs Swordsman Archer vs Crossbowman Team vs Team 🚀 Many tips & tricks We provide a variety of tips and tricks to guide you on how to use Utility Intelligence more efficiently. Intelligence Editor Considerations Decisions Decision Makers Optimization Tricks 🎉WHAT'S MORE SOURCE CODE included HIGH QUALITY documentation -> No more struggling with low-quality documentation that makes you feel frustrated and wastes your time. And much more to discover... 🪪 LICENSE INFO This asset is under the Extension Assets license type, which requires one license per seat. So, if you are part of a team, please consider purchasing one seat for each team member to support us. More funding helps us do more. It allows us to deliver more useful features that save you time and make your games better. You're also safer, as we can fix bugs faster, which makes your users happier, and you don’t have to worry about future legal issues or the framework being deprecated someday. For more information about this license type, see the Unity official license explanation. 📢THIRD PARTY NOTICES For more information about the third-party assets used in this package, please refer to: Third Party Notices or ThirdPartyNotices files included in the package.

    • Behavior AI
  • Perception 2 | Game Creator 2

    By Unknown author

    Version 2.1.7

    Description This module requires Unity 6 and Game Creator 2 in order to work. Make your characters undestand the world around them using the Perception component. This component allows to add multiple sensors that allow characters to read the scene and react accordingly. The Sight sensor lets characters see tracked objects in front of them. Includes a primary and peripheral vision cone that changes detection speed as objects are further away. Light can optionally affect how much can characters see other objects using the Luminance system. The Hearing sensor allows characters to react to noises. Each noise can have its own tag and intensity, and can be masked by ambient noise (called Din). The Smell sensor makes characters able to catch scents left by other objects and follow trails like a breadcrumb path. All these sensors contribute to a general Awareness meter which indicates how aware a character is of another game object. Also includes an Evidence system that allows characters to react to changes made to the world. For example, a guard might notice a door left open by the player. Characters can also exchange information between them so they appear to be working as a team. Includes Source code Examples & Templates Learning Resources Documentation Youtube Discord | Twitter | Youtube

    • Behavior AI
  • PolyNav - 2D Pathfinding

    By Unknown author

    Version 1.7.8

    [Website & Documentation] [Join Us On Discord] PolyNav is a lightweight polygonal based 2D pathfinding solution using A*, that is made to be extremely easy to setup, simple and fun to use! • Define the walkable and obstacle area polygons with ease. • Generate or update the navigation map in runtime for procedural levels. • Multiple navigation maps are also supported at the same time. • Includes a complete steering agent component. • Optionally enable agents to avoid each other. • Use an easy API to control your agents. Examples included! • Includes NodeCanvas tasks (including Seek, Wander and Flee behaviours). PolyNav can be great for: ✔ Classic Adventures. ✔ RTS Games. ✔ Side-Scrollers. ✔ Top-Down Shooters. ✔ And many more!

    • Behavior AI
  • Zombie AI Behaviour

    By Unknown author

    Version 1.0.0

    Zombie AI System allows you to create artificial intelligence for the zombies in your single-player games. Important notice: This asset pack is compatible with single-player only and does NOT support multiplayer. The Zombie AI System allows you to create artificial intelligence for the zombies in your games, you can quickly and easily drag-and-drop into your project and it also allows you to easily change the properties of the NPC like (Movement state, Attack Activation, Damage, Health and much more), this asset compatible with any project for single-player only. Technical Details: Features: Zombie: Sight System. -Hearing System. -include 8 animations. -Movement State [Walk, Run]. -Destroy [Enable, Disable]. -Attack Activation [Enable, Disable]. -Health Bar [Hidden, Unhidden]. -Change Damage. -Change Health. Spawner: -Movement State [Walk, Run, Random]. -Destroy [Enable, Disable, Random]. -Attack Activation [Enable, Disable, Random]. -Health Bar [Hidden, Unhidden, Random]. -Change the Number of the zombies. -The ability to change the Timer and Box Extent. -Adding multiple zombie models. -Random Health.

    • Behavior AI
  • Ultimate AI System

    By Unknown author

    Version 3.7

    Ultimate AI System allows developers to quickly set up any type of AI without coding a single line. The package comes with a fully working editor debug which means that apart from being simple to use, the system also visualizes everything in the editor tab. This won't be visible during playing but might come really handy when adjusting the settings. Ultimate AI System has its own tooltips and every line of code is thoroughly explained so that developers can easily tweak the code. It also has video tutorials covering how to properly set the system as well as a full manual that can be found inside the package. Website | YouTube | Discord | Overview 🧠 Create Any Type of AI Any AI is possible to make. In most cases, you will probably want to turn an object into an enemy and the system allows you to easily make one. You also get to choose whether the AI is going to attack from a distance or fight back as a melee enemy or just wander around and maybe sell some items (NOTE: Only the behavior is covered in this package and no shop system is included!). Apart from that, you get to choose between many abilities that the AI can have: ☠️ Poison – the player is poisoned when hit by the AI. This means the player will take some extra damage from time to time because of the poison feature of the AI. You also get to set custom particles to make them feel as real as possible. 🔥 Burning – similar to the poison the fire ability sets the player on fire and deals damage from time to time. 🐢 Slow – this ability simply slows down the player for a given amount of time. 🧊 Freeze – this ability prevents the player from moving until the effect is gone. 🛑 Stun – stunning blurs the player’s visibility making the gameplay harder until the effect is gone. 🧡 AI regeneration/healing – when the AI performs an attack not only does it deal damage to the player, but it also regenerates some health for itself. 🚫 None – if you want to go with a normal and less powerful AI we’ve got it covered! 🛣️ Real-Time Pathfinding Ultimate AI now supports real-time pathfinding. This means that all the paths are calculated while running the game and because this might be a very power-consuming task we’ve made it as performance-friendly as possible. This is also the reason we’ve added the ability to set the maximum calculating distance. Moving platforms or doors are no longer a problem. With real-time baking, it is now possible to have moving objects that the AI will avoid. ⚙️ Switchable Type & Provoke Setting For each AI you have in your game you can decide what type it is going to be. For now, only Melee combat, Ranged combat, and Passive mode (This makes the AI just wander around doing nothing and when the player comes nearby the AI will stop and look at the player) are added but if we receive a good suggestion it is very likely to be added as well. If you set your AI to be an enemy creature you also get to decide whether you want it to remain passive and attack only when it is being provoked (damaged). 📱 Modes The AI comes with 4 modes. The first one is called "Wandering" - the AI enters this mode when it can't see the player. What it does is searching for a random point and then walking until it reaches the point. The next one is "Chasing", and this applies when the AI can see the player but is not close enough to attack him. Next up is the "Attacking" mode which can be set to either melee or ranged. When it is set to melee it will fight from a close distance with you but if it's set to ranged, the AI will shoot you with either custom projectiles that can be tweaked to perfectly match your needs or use particle systems as "magic attacks". 🦾 Full Animations Support You can play any type of animation you want, but you get to have an already set animation controller that is super easy to add to more animations. All animations are randomly picked and played by the script, so you do not have repetitive animations. 👂 Hearing You want more realism? We got you. You can now make your AI hear players. Take advantage of the many settings you can tweak to achieve unique hearing and build your own AIs that can hear players. Whenever they do so based on the distance between them, they pick a random spot around the player that made the noise and head to that position. If your player is not fast enough and doesn’t run away quickly the AI may catch it right in the act. There are multiple options to choose from. First, you get to choose whether your AI can always change its path when it hears a player or can only do so when it is not headed to an already heard path. Then you will have to decide if you want your AI to always hear the players (as a real character would do) or use a percentage to hear them. This means there is a chance it will hear the player, but this won’t always happen. There is also a setting that makes the AI go to a heard point only if it has already heard enough sounds. ⚛️ Automated Ragdoll Physics Builder Tired of static death animations? Well, you can try our Ragdoll builder. Just by selecting your AI object, the ragdoll wizard will automatically detect any needed bones and apply ragdoll physics to them. With just a little collider tweaking you will manage to create funny and realistic procedural death animations using the laws of physics. 🔊 Full Sound Support Each action the AI performs makes the AI play an Audio Clip if assigned. A sound randomizer ability is also coded, and you can have as many sounds as you like for each action. The script will randomly pick one and play it when needed. 🦴 Inverse Kinematics (IK) Support You can now set up inverse kinematics (IK) on your AI’s head to overwrite any animations controlling the head bone in real-time. This will come in handy for making the AI rotate its head realistically to always face towards the player it is focused on when in its line of sight. This makes any of your AIs look much more natural. 👁️ Line of Sight The Line-of-Sight feature allows the AI to only attack or chase players that are visible from the AI's line of sight. This prevents the AI from being able to see through walls or massive objects. 🗺️ Built-in Waypoint System The system features a fully set up waypoint system. This makes the AI use the shortest path to its point or enemy. 🦩Built-in Slope and Stairs detection The AI will be able to only climb lean enough surfaces or short enough stairs. The user can control those settings at any time. 🖥️ Easy to use Editor You can see what each variable is responsible for directly from the editor. 👨‍💻 Comfortable Interface The Ultimate AI System’s interface is made to save as much time as possible to developers. Depending on your current settings fewer things will show in the inspector allowing only the used and important ones to be shown making your life easier. 💡 We encourage Learning Each code line has a comment so that you can learn a bit of programming if interested. This could also help beginners to understand how C# works. The comments will easily tell you what the perfect spot is to add something unique if needed. 📄Documentation Well detailed and explained video tutorial is available and a document with instructions can be found inside the package. The link to the video is also there. ✋ Special Thanks I'd like to thank all of those special people for helping me out: Roompy, for most help given, Mitzo & Mikey the Rubbery Duck for all the inspiration and support Thank you all! :)

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  • Behavior AI