Post by brasidas on Jun 30, 2022 18:18:26 GMT
Hello there,
I just purchased the AI Template two days ago, and I am slowly trying to integrate your system into my project (Unity 2021.3.4, with VRIF). Some part of the documentation is well explained, but other section are surprisingly far too incomplete. I have a few questions, but most importantly I believe this feedback could help improve your documentation.
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The shooter manager is shown to have a "always aiming" checkbox (8th page), which is not present in Unity.
11th page, ragdoll information should be introduced before specifying about ragdoll bodyparts. It also states that we must uncheck the "disable collider" if using a shooter template, but without specifying or showing where this check is located (add: on the ragdoll, after being created). Note that at this stage of the documentation, a new user has no idea on how to create the ragdoll.
If using a ragdoll for bodypart damage, it should be specified that the initial damage receiver on the main AI scripts should be removed.
IK : No information is provided vs. Shooter Weapon IK Option (what do each item produce when checked, such as "Align Right Hand to Aim" (why unchecked?), "Use IK Attacking", "Disable IK on Shot", "Hank IK Target".
FSM: 20th page, no mention on how to access the pictured window (Invector-)fsmAI...etc)?
FSM: mouse scroll zoom in/out does not work? There is no instruction. The help link goes to the same online documentation we are currently reading.
FSM: 21th page, set the messages (to avoid confusion, please add: "in the state actions").
FSM: 22th page, is vAIMessageReceiver now MessageReceiver? There is no vAIMessageReceiver. Unity editor hides the on receive message option if this script is one of the last script on the gameobject (vertical spacing issue?).
FSM CivilianShooter: moves automatically even if random waypoint is unchecked. Is this to be expected?
FSM: 23rd page, this is the introduction to FSM. Why does it come after the previous FSM related page?
HeadTrack: 29th page, please specify an example on how to use the "main look target".TimetoexitLookPoint, what is/where is the LookPoint? There is only main look target.
30th page, where is the "use lookaround" checkbox on the AI Headtrack? Please explain how to use the Events. Are they related to the stated Headtrack FSM Actions?
Waypoint: 31st page, the picture relates to an older version of Invector. Why does melee combat have it's own new waypoint area component? Is it different from the normal one?
Ragdoll: 34th page, there is no information about any of the checked option (ex: Keep Ragdolled, Collision Source, etc).
Override a reaction ID on 36th page: What is / where is the reaction ID, how do we connect the override with a reaction ID.
Melee Manager: I am using the ShooterMelee animator controller and the FSM is shooter (shouldn't there be a Shooter+Melee FSM combination?). On the 38th page, where do I find the Unarmed state machine? I see no ATK_ID 0 or DEF_ID 1. More guidance is required.
Animator tag: 43rd page, what / where is the vAnimatorTag script? It is not present in my asset. Is this from the thirdpersoncontroller? Can tags only be access if the user has the thirdpersoncontroller?
Ai Cover system: 46th page. It should be specified that the Ai Cover script must be added to the AI. Does Cover AI work with the ShooterMelee animation controller? There is no mention. It should be specified that the CoverPoint tag must be created. Likewise for the layer "Trigger". Get Cover actions should be running on update Execution Type. However, the default setting of this action also uses "on stateexit". Is this ok?
Lastly, each page should be numbered. ;)
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Thank you!
Brasidas
I just purchased the AI Template two days ago, and I am slowly trying to integrate your system into my project (Unity 2021.3.4, with VRIF). Some part of the documentation is well explained, but other section are surprisingly far too incomplete. I have a few questions, but most importantly I believe this feedback could help improve your documentation.
---
The shooter manager is shown to have a "always aiming" checkbox (8th page), which is not present in Unity.
11th page, ragdoll information should be introduced before specifying about ragdoll bodyparts. It also states that we must uncheck the "disable collider" if using a shooter template, but without specifying or showing where this check is located (add: on the ragdoll, after being created). Note that at this stage of the documentation, a new user has no idea on how to create the ragdoll.
If using a ragdoll for bodypart damage, it should be specified that the initial damage receiver on the main AI scripts should be removed.
IK : No information is provided vs. Shooter Weapon IK Option (what do each item produce when checked, such as "Align Right Hand to Aim" (why unchecked?), "Use IK Attacking", "Disable IK on Shot", "Hank IK Target".
FSM: 20th page, no mention on how to access the pictured window (Invector-)fsmAI...etc)?
FSM: mouse scroll zoom in/out does not work? There is no instruction. The help link goes to the same online documentation we are currently reading.
FSM: 21th page, set the messages (to avoid confusion, please add: "in the state actions").
FSM: 22th page, is vAIMessageReceiver now MessageReceiver? There is no vAIMessageReceiver. Unity editor hides the on receive message option if this script is one of the last script on the gameobject (vertical spacing issue?).
FSM CivilianShooter: moves automatically even if random waypoint is unchecked. Is this to be expected?
FSM: 23rd page, this is the introduction to FSM. Why does it come after the previous FSM related page?
HeadTrack: 29th page, please specify an example on how to use the "main look target".TimetoexitLookPoint, what is/where is the LookPoint? There is only main look target.
30th page, where is the "use lookaround" checkbox on the AI Headtrack? Please explain how to use the Events. Are they related to the stated Headtrack FSM Actions?
Waypoint: 31st page, the picture relates to an older version of Invector. Why does melee combat have it's own new waypoint area component? Is it different from the normal one?
Ragdoll: 34th page, there is no information about any of the checked option (ex: Keep Ragdolled, Collision Source, etc).
Override a reaction ID on 36th page: What is / where is the reaction ID, how do we connect the override with a reaction ID.
Melee Manager: I am using the ShooterMelee animator controller and the FSM is shooter (shouldn't there be a Shooter+Melee FSM combination?). On the 38th page, where do I find the Unarmed state machine? I see no ATK_ID 0 or DEF_ID 1. More guidance is required.
Animator tag: 43rd page, what / where is the vAnimatorTag script? It is not present in my asset. Is this from the thirdpersoncontroller? Can tags only be access if the user has the thirdpersoncontroller?
Ai Cover system: 46th page. It should be specified that the Ai Cover script must be added to the AI. Does Cover AI work with the ShooterMelee animation controller? There is no mention. It should be specified that the CoverPoint tag must be created. Likewise for the layer "Trigger". Get Cover actions should be running on update Execution Type. However, the default setting of this action also uses "on stateexit". Is this ok?
Lastly, each page should be numbered. ;)
---
Thank you!
Brasidas