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Post by MunK on May 28, 2021 18:47:49 GMT
Come on dude i'm not trying to hurt you in any way but if you can't see that it is a problem that you write that your asset has a bunch of functionalities which it doesn't... I asked you kindly for a refund because this asset was not as described... I'm not trying to be toxic but you don't answer... I was looking for a spawner with a pool manager and in the description of your asset it said it had a pool manager, so does your asset have a pool manager? because i can't find any... Im sorry that your english isn't so good but you can't just copy/paste a description from another asset and hope it fits yours... so lets be civil and come to a solution. Hello, I have prepared a video of what you can do with Advanced Spawn System For FSM AI, the unit does not have the return option, you have to write to the support, but as I explained to you, I am not willing since you do not return the code. It is not the 9 dollars, it is the information that is worth, Explain to me that it is a group administrator for you and I will help you if that makes you happy, with Advanced Spawn System For FSM AI you can have groups or areas and manage them separately I teach you in the video, but you can't wait for them to help you if what you're doing is attacking. ! Video:
Sorry we got off on the wrong foot... i know the features your asset offers, i have been testing it for a while now but im interested in the pooling of Ai are you saying it is already in your asset or are you planning to add that later on? I don't care about the money and I definitely don't want any developers to loose heart... So lets stop this argument.
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Post by denvzla on May 28, 2021 18:56:17 GMT
Hello, I have prepared a video of what you can do with Advanced Spawn System For FSM AI, the unit does not have the return option, you have to write to the support, but as I explained to you, I am not willing since you do not return the code. It is not the 9 dollars, it is the information that is worth, Explain to me that it is a group administrator for you and I will help you if that makes you happy, with Advanced Spawn System For FSM AI you can have groups or areas and manage them separately I teach you in the video, but you can't wait for them to help you if what you're doing is attacking. ! Video:
Sorry we got off on the wrong foot... i know the features your asset offers, i have been testing it for a while now but im interested in the pooling of Ai are you saying it is already in your asset or are you planning to add that later on? I don't care about the money and I definitely don't want any developers to loose heart... So lets stop this argument. Ok, ok, "pooling of Ai" explain the function to me and I can add it.
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Post by MunK on May 28, 2021 19:06:19 GMT
Pooling is where instead of instantiating a new Ai on every spawn you have a pool of AI and every time an AI is killed it is (disabled) and moved to the pool. When you need to spawn a new AI you reuse the disabled Ai from the pool... Hope that makes sense...
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Post by MunK on May 28, 2021 19:09:33 GMT
Pooling is where instead of instantiating a new Ai on every spawn you have a pool of AI and every time an AI is killed it is (disabled) and moved to the pool. When you need to spawn a new AI you reuse the disabled Ai from the pool... Hope that makes sense... i found this link maybe this makes more sense... learn.unity.com/tutorial/introduction-to-object-pooling#
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Post by denvzla on May 28, 2021 19:14:10 GMT
Pooling is where instead of instantiating a new Ai on every spawn you have a pool of AI and every time an AI is killed it is (disabled) and moved to the pool. When you need to spawn a new AI you reuse the disabled Ai from the pool... Hope that makes sense... I'm mad at you, you hurt me, it makes me want to erase everything, but I can't stop for one person, it's an interesting feature, so I'll add it, I'll publish it today
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Post by denvzla on May 29, 2021 3:05:09 GMT
Pooling is where instead of instantiating a new Ai on every spawn you have a pool of AI and every time an AI is killed it is (disabled) and moved to the pool. When you need to spawn a new AI you reuse the disabled Ai from the pool... Hope that makes sense... Update 1.5
- Pooling System is a great way to optimize your projects and lower the burden that is placed on the CPU when having to rapidly create and destroy GameObjects. It is a good practice and design pattern to keep in mind to help relieve the processing power of the CPU to handle more important tasks and not become inundated by repetitive create and destroy calls. This is particularly useful when dealing with bullets in a top-down shooter game.
Pooling System is a creational design pattern that pre-instantiates all the objects you’ll need at any specific moment before gameplay. This removes the need to create new objects or destroy old ones while the game is running. Object Pools are primarily used for performance: in some circumstances, object pools significantly improve performance when a project is creating and destroying the same GameObject repeatedly in rapid succession. It works by creating a set amount of GameObjects beforethe game’s runtime and simply inactivates or activates the GameObjects required, effectively just
- New Events (At the start of a Wave and At the end of the Wave)
- Fixed an issue that was not generating AI correctly
Video:
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Post by denvzla on May 29, 2021 3:05:33 GMT
The update has already been sent to Unity and will be available in the next few hours.
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Post by MunK on May 29, 2021 13:50:05 GMT
Pooling is where instead of instantiating a new Ai on every spawn you have a pool of AI and every time an AI is killed it is (disabled) and moved to the pool. When you need to spawn a new AI you reuse the disabled Ai from the pool... Hope that makes sense... Update 1.5
- Pooling System is a great way to optimize your projects and lower the burden that is placed on the CPU when having to rapidly create and destroy GameObjects. It is a good practice and design pattern to keep in mind to help relieve the processing power of the CPU to handle more important tasks and not become inundated by repetitive create and destroy calls. This is particularly useful when dealing with bullets in a top-down shooter game.
Pooling System is a creational design pattern that pre-instantiates all the objects you’ll need at any specific moment before gameplay. This removes the need to create new objects or destroy old ones while the game is running. Object Pools are primarily used for performance: in some circumstances, object pools significantly improve performance when a project is creating and destroying the same GameObject repeatedly in rapid succession. It works by creating a set amount of GameObjects beforethe game’s runtime and simply inactivates or activates the GameObjects required, effectively just Warning: Errors can occur in the death animation (or not show the death animation), because the AI is deactivated when dying. A solution is being sought.
- New Events (At the start of a Wave and At the end of the Wave)
- Fixed an issue that was not generating AI correctly
- The "OnDead" event was temporarily eliminated. It caused errors with the Pooling System since the AI is not eliminated.
Video:
Great! I'm truly sorry that this escalated so fast, but in all fairness i also felt cheated because your asset description was false... I hope we can put this behind us and start again? I'm willing to delete my posts so this wont effect you in a bad way. Looking forward to test your update:)
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Post by denvzla on May 29, 2021 14:08:04 GMT
Pooling is where instead of instantiating a new Ai on every spawn you have a pool of AI and every time an AI is killed it is (disabled) and moved to the pool. When you need to spawn a new AI you reuse the disabled Ai from the pool... Hope that makes sense... Update 1.5
- Pooling System is a great way to optimize your projects and lower the burden that is placed on the CPU when having to rapidly create and destroy GameObjects. It is a good practice and design pattern to keep in mind to help relieve the processing power of the CPU to handle more important tasks and not become inundated by repetitive create and destroy calls. This is particularly useful when dealing with bullets in a top-down shooter game.
Pooling System is a creational design pattern that pre-instantiates all the objects you’ll need at any specific moment before gameplay. This removes the need to create new objects or destroy old ones while the game is running. Object Pools are primarily used for performance: in some circumstances, object pools significantly improve performance when a project is creating and destroying the same GameObject repeatedly in rapid succession. It works by creating a set amount of GameObjects beforethe game’s runtime and simply inactivates or activates the GameObjects required, effectively just Warning: Errors can occur in the death animation (or not show the death animation), because the AI is deactivated when dying. A solution is being sought.
- New Events (At the start of a Wave and At the end of the Wave)
- Fixed an issue that was not generating AI correctly
- The "OnDead" event was temporarily eliminated. It caused errors with the Pooling System since the AI is not eliminated.
Video:
Thanks, as I told you, maybe everything is due to my bad English, I keep improving the pooling system, it has its disadvantages, you cannot use the vDestroyGameObject component or have modifications of other scripts in the AI such as saving the position .. . that's why I put it optional .. you decide if you use it or not .. Advanced Spawn System For FSM AI already contains options so that performance is not affected, such as hiding the AI from a distance for example, try the two options...
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Post by denvzla on May 29, 2021 19:46:45 GMT
Update 1.5.1 - Death animations in object pooling system are displayed correctly.
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Post by denvzla on Jun 1, 2021 20:02:04 GMT
Update 2.0
* You can now place multiple Spawn Zones. * Bugs fixed. * The grouping system has been improved. * Added first spawn time. * Improved player detection system. * Enhanced events. * Enhanced waves. * Stability has been improved.
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vsidd
Junior vMember
Posts: 25
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Post by vsidd on Jul 6, 2021 1:51:18 GMT
This add-on looks great! Thanks so much for making this available on the assetstore. I just have one quick question, the invector devs said that they are planning to make some changes with the ai to accommodate the upcoming cover shooter add-on for the third-person controller. I was wondering if the new/updated AI in invector's FSM AI template would still work with the advanced spawn system add-on? Thanks.
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Post by denvzla on Jul 6, 2021 15:48:20 GMT
This add-on looks great! Thanks so much for making this available on the assetstore. I just have one quick question, the invector devs said that they are planning to make some changes with the ai to accommodate the upcoming cover shooter add-on for the third-person controller. I was wondering if the new/updated AI in invector's FSM AI template would still work with the advanced spawn system add-on? Thanks. Hi thanks, it currently supports the latest version of FSM AI Template, and I will make sure it continues to work with the next updates, I am still looking for a way to improve performance with large amounts of enemies on the screen, so development it is not done, and if you have any features that I can gladly add I evaluate if it is feasible.
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Post by denvzla on Jul 25, 2021 19:23:43 GMT
Update v2.5
* Organized Menu * Enhanced Options * New design * Pool Transform Added To Keep Scene Clean * Improved performance * Added shortcut in Invector menu * Compatibility Verified in FMS 1.1.6a
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Post by denvzla on Aug 23, 2021 19:10:12 GMT
Update v3.0
* Procedural AI spawner * Support Unity Terrain Biome * Improved performance * Simplified Design
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