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Install via UPM

Add to Unity Package Manager using this URL

https://www.pkglnk.dev/modular-ai.git

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## Installation

Add **Modular AI** to your Unity project via Package Manager:

1. Open **Window > Package Manager**
2. Click **+** > **Add package from git URL**
3. Enter:
```
https://www.pkglnk.dev/modular-ai.git
```

[![pkglnk](https://www.pkglnk.dev/badge/modular-ai.svg?style=pkglnk)](https://www.pkglnk.dev/pkg/modular-ai)

README

Unity Version GitHub OpenUPM DevKit Documentation Contributing

For a more performant, stable and fully featured solution check out our latest asset:

Smart GameObjects

Modular-AI

Modular AI is an inspector based visual behaviour designer.

Features:

  • Implements competing utility theory behaviours for dynamic AI behaviours.
  • Zero string comparisons or calls to reflection.
  • Behaviours can be fully configured during runtime.
  • Not tied to a specific pathfinding solution.
  • Fully extendable via code modules.

Built-in Modules:

Unity Pathfinding:

  • Flee/Follow
  • Wander
  • Patrol

Memory:

  • Remember players, AI agents, or environment objects.
  • Focus/target objects in memory
  • Invoke custom events.

Sensors:

  • Eye-level scans
  • Physics Scan Options for 2D & 3D
  • Integrated with memory

Animation:

  • Idle, Walk, Run & Jump
  • Attack, Death Animations
  • Dynamic Hit reactions

Getting Started:

All components can be found under Kitbashery in the component menu:

Online documentation & scripting API is found at:

https://kitbashery.com/docs/modular-ai

Utility Theory:

Modular AI uses utility theory for its AI behaviour logic. An AI agent can have as many behaviours as you want.

Note: Since v.2.0.2 Modular AI supports linear state-machine-like evaluation by default with optional competing utility theory behaviours.

Behaviours:

Behaviours are comprised of conditions and actions and have a score value. The behaviour with the score that best meets the score type you set will execute its actions.

Conditions:

Conditions are true/false statements based on what the AI knows about the game world. If a condition meets its desired state then it will add its score to the behaviour's total score.

Actions:

Actions are executed in the order they are arranged if a behaviour's total score meets the score type better than any other behaviour.

Module Scripting:

Take a look at the docs for ExampleModule.cs for how to create your own modules.


The name Kitbashery & all associated images Copyright © 2023 Kitbashery. All Rights Reserved.

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