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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.
The AI acts "stupid".
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.
Very simple tree:
I want the zombie to finish its attack, but this is what happens: https://streamable.com/36hmt
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.
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.
Nevermind, I believe I figured it out with Navmeshes. My bad.
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.
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.
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!
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.
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