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Post by hamzah on May 27, 2017 0:05:27 GMT
It has just literally blown the roof off.. can't wait for the next video guys. And any ETA regarding the AI2.0?
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Post by Invector on May 27, 2017 13:47:30 GMT
It has just literally blown the roof off.. can't wait for the next video guys. And any ETA regarding the AI2.0? I was playtesting yesterday and it's looking great, it now supports jump with offmesh link, support 'inplace' animations and you can set the values in the inspector just like the player, supports other types of pathfinding, there is new features for the AI such as call his buddies that are nearby when receive damage, and more... The basic & melee AI are pretty much done, there is a few things to fix... the shooter AI is a little soon to talk about, but there is a pretty cool prototype. No ETA just yet, we don't want to rush into things.
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Post by tharindu on May 27, 2017 14:12:09 GMT
It has just literally blown the roof off.. can't wait for the next video guys. And any ETA regarding the AI2.0? I was playtesting yesterday and it's looking great, it now supports jump with offmesh link, support 'inplace' animations and you can set the values in the inspector just like the player, supports other types of pathfinding, there is new features for the AI such as call his buddies that are nearby when receive damage, and more... The basic & melee AI are pretty much done, there is a few things to fix... the shooter AI is a little soon to talk about, but there is a pretty cool prototype. No ETA just yet, we don't want to rush into things. One big question. What version of Unity are you targeting here
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Post by Invector on May 27, 2017 14:38:13 GMT
I was playtesting yesterday and it's looking great, it now supports jump with offmesh link, support 'inplace' animations and you can set the values in the inspector just like the player, supports other types of pathfinding, there is new features for the AI such as call his buddies that are nearby when receive damage, and more... The basic & melee AI are pretty much done, there is a few things to fix... the shooter AI is a little soon to talk about, but there is a pretty cool prototype. No ETA just yet, we don't want to rush into things. One big question. What version of Unity are you targeting here We always work with 5.3.4 and test on the last version available when we're about to release a update. I wish we could release using 5.5.0 but there is still many users using older version of Unity
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Post by tharindu on May 27, 2017 16:12:26 GMT
One big question. What version of Unity are you targeting here We always work with 5.3.4 and test on the last version available when we're about to release a update. I wish we could release using 5.5.0 but there is still many users using older version of Unity I actually think it's fair enough. To be honest I am not fan of rushing through engines just because there are new features. Since you're checking compatability it's fine. But personally 5.5 seems to be alright to migrate. I moved from 5.3 to 5.5 from recently. It's just that I was looking at 5.6 and the new navigation features. I am not sure how stable it is, but once ai 2.0 is released I will do some digging around myself and see what needs to change.
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Post by hamzah on May 27, 2017 17:48:33 GMT
Thanks for such a detailed answer, it feels like you have a whole team of like 15-20 guys just for managing email, vForum, assetstore, vstore.... This is so awesome. Templates aside, your support is just mind blowing from day 1. Thanks again brothers.
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Post by tharindu on May 27, 2017 19:08:52 GMT
It has just literally blown the roof off.. can't wait for the next video guys. And any ETA regarding the AI2.0? I was playtesting yesterday and it's looking great, it now supports jump with offmesh link, support 'inplace' animations and you can set the values in the inspector just like the player, supports other types of pathfinding, there is new features for the AI such as call his buddies that are nearby when receive damage, and more... The basic & melee AI are pretty much done, there is a few things to fix... the shooter AI is a little soon to talk about, but there is a pretty cool prototype. No ETA just yet, we don't want to rush into things. Hey man incidentally have you got some sort of hearing implemented in ai 2.0?
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Post by Invector on May 28, 2017 0:47:34 GMT
Thanks for such a detailed answer, it feels like you have a whole team of like 15-20 guys just for managing email, vForum, assetstore, vstore.... This is so awesome. Templates aside, your support is just mind blowing from day 1. Thanks again brothers. looool 15~25 guys?? I wish - sometimes I got crazy with all the emails, but I try my best to answer you all! btw* sorry about the delay with the GenericActions Tutorial, I got a pretty bad allergy when I was about to record and was sneezing like crazy lol, but it's coming and it will be awesome! but the good news is that today Jorge and I manage to add some pretty cool extra methods for the ItemManager! You can now start with a weapon equipped, there is a bool call AutoEquip in the inspector, that works for both collectables and items from the ItemManager. We also add a method to drop/destroy/unequip the current weapon, ingame example: - when you got hit by spell or a wrecking ball and you can now drop/destroy/unequip your current weapon
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Post by Invector on May 28, 2017 0:50:04 GMT
Hey man incidentally have you got some sort of hearing implemented in ai 2.0? Let's try releasing the AI 2.0 Beta first, then release the Throwing Object... then we can add the hearing feature and throw a bottle to annoy the bots , it will be pretty fun to do!
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Post by hamzah on May 28, 2017 6:28:06 GMT
Thanks for such a detailed answer, it feels like you have a whole team of like 15-20 guys just for managing email, vForum, assetstore, vstore.... This is so awesome. Templates aside, your support is just mind blowing from day 1. Thanks again brothers. looool 15~25 guys?? I wish - sometimes I got crazy with all the emails, but I try my best to answer you all! btw* sorry about the delay with the GenericActions Tutorial, I got a pretty bad allergy when I was about to record and was sneezing like crazy lol, but it's coming and it will be awesome! but the good news is that today Jorge and I manage to add some pretty cool extra methods for the ItemManager! You can now start with a weapon equipped, there is a bool call AutoEquip in the inspector, that works for both collectables and items from the ItemManager. We also add a method to drop/destroy/unequip the current weapon, ingame example: - when you got hit by spell or a wrecking ball and you can now drop/destroy/unequip your current weapon Can't wait anymore for the next video :D
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matt
New vMember
Posts: 4
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Post by matt on May 30, 2017 3:35:48 GMT
That's really awesome i cant wait for this update :P
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Post by hamzah on May 30, 2017 5:55:26 GMT
That's really awesome i cant wait for this update :P I am noticing new members coming everyday in this awesome community and making it more awesome day by day. Thank you so much for trusting and supporting invector like we all have done before. You guys are really welcome here.
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Post by Invector on May 31, 2017 16:21:25 GMT
New tutorial available!
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Post by tharindu on Jun 1, 2017 2:49:28 GMT
This is incredible. Only thing I haven't tried yet. I understand so far that root motion is what drives the animation. So if I want to do an action similar to the ladder, like balance walk on a wall, do I just 'bake-into-pose' the Y axis and enable original position on XZ in the animation clip , then use match target to make the object move back and forth ?
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Post by tharindu on Jun 1, 2017 11:28:52 GMT
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