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This a place to ask questions, discuss ideas and report bugs. Please, provide your Unity and Game Creator versions as well as clear reproduction steps when opening a topic and full console logs.

0
Answered

Agents idle at Player's last position instead of Following

Crispy 3 days ago in Behavior updated by Marti (Lead Developer) 2 days ago 1

https://streamable.com/3ma04

The AI acts "stupid".

Answer

Have you tried reducing the number of agents? My guess is that you're using Unity's Navigation Mesh. When you tell a character to move to a certain position using the Navmesh AI system, Unity delegates calculating the path to a secondary thread, in case it takes a while, so the game doesn't stall.

Having that many agents is probably increasing the amount of calculations Unity has to make. So, while these paths are being calculated, they follow the previous path.

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Answered

Wait Till Complete not working

Crispy 3 weeks ago in Behavior updated by Marti (Lead Developer) 3 weeks ago 1

Very simple tree:

Left Task:

Right Task:

I want the zombie to finish its attack, but this is what happens: https://streamable.com/36hmt

Answer

This is actually how it should work. Nodes on the far left take higher priority in the standard behavior tree implementation; so if the distance between the enemy and the player is lower than a certain threshold, it will stop whatever it's doing and jump to the higher priority node.

In order to lock the animation clip, you'll need to make use of a Blackboard variable. Create a boolean variable called "is-attacking" and set it to true before playing the gesture and revert to false when the enemy completes the animation. Also, on the Condition that checks the distance between the player and the enemy, add also a variable check whether the enemy is attacking or not.

This should be a good solution.

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Answered

Character Wall Avoidance during Patrol of Markers?

Jack 2 months ago in Behavior updated by Marti (Lead Developer) 2 months ago 3

I'm looking to turn a character away from running into a wall when either following the player or following a patrol route. Can't find any tutorials covering this specifically and am not familiar with what could help prevent this. 

Any help pointing me in the right direction to accomplish this would be a big help since I'm not good on the programming side.

Answer
Marti (Lead Developer) 2 months ago

Nevermind, I believe I figured it out with Navmeshes. My bad.

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Completed

Idieas

Andi Rutz 2 months ago in Behavior updated by Marti (Lead Developer) 2 months ago 1

I think it would be great to have:

VFX slot on Items.

Basic Prefabs to speed up the process like an Enemy prefab, merchant prefab, etc... 

Also if you incorporate this tool https://assetstore.unity.com/packages/tools/ai/easy-population-102334 it would be so cool! 

I'm actually working on making it work with GC behaviour module to be able to instantiate large crowds and modify their behaviour individually by Behaviour Graphs on prefabs but no luck yet.  Heres a video of my game using this. 

https://www.loom.com/share/db92f8b4e54b4efaa06111956cdb1398

another cool thing would be to have a companion behaviour for either pets or mercenaries. 

Just a few ideas I think might add a tad more value to the engine. :) love this product BTW! bought all but the conversation module which I'm thinking of acquiring soon. 

Answer
Marti (Lead Developer) 2 months ago

Hi Andi, thanks for the suggestions. Unfortunately we can't incorporate other Asset Store packages onto our project, as we don't want to force other users to purchase them.

As an idea on how to create behaviors for your crowds, try splitting the logic into sub-behaviors. Check out our video tutorial on how to make a Hide & Seek and you'll see we decompose the entire graph into small chunks. For example, you can make a graph that salutes the player when it passes by and another one that looks at him/her. Using small and common graphs is very useful, since you can reuse them and swap them to create very complex logic with simple blocks. Also, it's much easier to maintain.


As for the companion, it's already possible (and quite easy!). Using the Follow Character action, you can make another character follow the Player around, keeping a certain distance so it looks more natural.


Happy game making!

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Answered

Target Another character but not the player?

Maximilian PS 2 months ago in Behavior updated by Marti (Lead Developer) 2 months ago 5

I can't find a way to copy the insight gameObject to a variable,



I would check for "Character" component, if it is present, than I would assign it as target and do my stuff.

Answer
Marti (Lead Developer) 2 months ago

You can use a Local Variable for that and a Condition called "Exists Game Object". You can check if that variable contains a certain game object and call the Actions accordingly.