Posts Tagged ‘path’

Tuesday, March 24th, 2009

AngryAnt brings us a nice library for pathing and behavior trees in Unity3D with excellent editor integration. Path library I reviewed and is an extremely deep and complete library with autocomplete node collections from colliders, ability to connect different networks and detection from mesh as well as GUI tools using Unity3D editor scripts. The release is solid with documentation, video samples and is very easy to integrate. If you have a need for AI, bots, scripted animations or other madness in your game be sure to check out the pathing library and or the behave library from AngryAnt to implement or research.

Path Features

Specs:

  • Available for unity indie as well as pro licensees
  • Can run in webplayers as well as stand-alone
  • Requires no additional installations

Features:

  • Easy to use editor interface
  • Navmeshes
  • Waypoint networks
  • Cached pathes
  • Distributed processing using coroutines
  • Tag-filtered pathfinding
  • Hierarchal “grid network” pathfinding
  • Auto-recalculate on runtime network changes

Tutorials

I recommend you study the “Editor demo” unity project available on the Path download page. This project will be used in the tutorials below and contains an example Path setup.

Tutorial 1 – The basics

Runtime reference

The Path project comes with a small, but effective runtime API. The following links list the classes herein and their methods / properties.

Path unity package

Path package
The Path package contains all you need to start using the Path editor and run-time components in your project.

Demo unity project

Demo project
The Demo project is a complete unity 2.5 project with Path already added, a sample Path collection set up and example scripts requesting path calculations and following them.

Behave Features

Specs:

  • Available for unity indie as well as pro licensees
  • Can run in webplayers as well as stand-alone
  • Requires no additional installations at runtime

Features:

  • Implements behaviour trees
  • Re-use common behaviour by reference
  • Drag and drop editor interface inside the unity editor
  • Simple connection to character actions via C# interface
  • Designed trees are built to .net assembly code for maximum performance
  • Runtime debugging features
  • Powerful stand-alone editor – including web version

Behave unity package

Behave package
The Behave package contains all you need to start using the Behave editor, compiler and run-time in your project.

Behave 0.3b hotfix

Behave 0.3b hotfix
This hotfix solves a few critical issues with Behave 0.3b and unity 2.5. It’s still quite buggy and I’m working on a more extensive rewrite. Stay tuned.

Demo unity project

Demo project
The Demo project is a complete unity 2.1 project with Behave already added, a sample behaviour tree designed and compiled plus an example script showing how compiled behaviour trees are integrated with unity MonoBehaviour scripts.

Behave builder application

Behave builder
Behave builder is a stand-alone application offering the behaviour tree editors (excluding the compiler) outside the unity editor. It is currently OS X only. This application is also available in an online version – check it out in the “Preview” section of this page.

Example library

CitySimulation.behave
CitySimulation.behave is the library used in the demo project – saved as a Behave builder file. You can use this file directly in the online and offline version of Behave builder or import it to a unity project via the Behave “Assets” menu.