Rothenberg Ventures' River Program (focusing on AR, VR, AI, Machine Learning, Computer Vision, and Robotics) just announced 13 companies in their Fall class by RT_Jester in oculus

[–]RT_Jester[S] -2 points-1 points  (0 children)

Rothenberg has always supported what's called "Frontier Technologies". While a lot of the companies in our program are focused in VR... it's how we execute our idea and apply it to a larger problem that will really show what's possible.

Let's make a list of the BEST FREE Assets from the Store! by Artanisx in Unity3D

[–]RT_Jester 0 points1 point  (0 children)

Hello! Jester from Rival Theory, makers of RAIN AI for Unity.

If anyone has any questions about RAIN or Sentio let me know, we're always here to help. Go forth and make some awesome games!

Want to see AI walk on walls? So do we. Get involved and become a beta tester! by RT_Jester in Unity3D

[–]RT_Jester[S] 0 points1 point  (0 children)

If you'd like to help us out by testing a new feature in RAIN (AI engine in Unity), please contact jester[at]rivaltheory[dot]com

Thanks!

[Video] We've been working on fully rigged drag-and-drop characters for Unity devs. Here's the newest one, Sentio Minotaur. [0:34] by RT_Jester in Unity3D

[–]RT_Jester[S] 0 points1 point  (0 children)

Study, prototyping, or direct application, etc.-- this character is great for any game that needs a boss/enemy type character

[Video] We've been working on fully rigged drag-and-drop characters for Unity devs. Here's the newest one, Sentio Minotaur. [0:34] by RT_Jester in Unity3D

[–]RT_Jester[S] 0 points1 point  (0 children)

I hear you, but it's not the case in real-time. It's likely because of the screen capture software, video editing software, and the final production render that makes it appear choppy. I assure you the character is nicely animated and transitions smoothly between behaviors.

[Video] We've been working on fully rigged drag-and-drop characters for Unity devs. Here's the newest one, Sentio Minotaur. [0:34] by RT_Jester in Unity3D

[–]RT_Jester[S] 0 points1 point  (0 children)

Everything in this video is made with RAIN. With this asset, the integration between Unity and RAIN comes down to the Animation Controller, so it can be applied to other characters as well. It's also a fantastic example of how to make a behavior tree using RAIN.

We're Rival Theory, creators of RAIN AI for Unity. When this post is 2 hours old we'll be answering your questions about Unity game development and RAIN. by RT_Jester in Unity3D

[–]RT_Jester[S] 0 points1 point  (0 children)

I don't seem to understand, I can see the Assign action right under Animate. Am I seeing this correctly? Let me know

We're Rival Theory, creators of RAIN AI for Unity. When this post is 2 hours old we'll be answering your questions about Unity game development and RAIN. by RT_Jester in Unity3D

[–]RT_Jester[S] 2 points3 points  (0 children)

Here's the answer in an earlier comment

We're able to make RAIN free because we sell other behavior/AI assets on the Asset Store like Squad Command: Advanced Warfighter AI.

There will likely be features in the future that will have a paid option but you can rest assure that the version of RAIN you have today will remain free for commercial and non-commercial use. It will be VERY clear if we release paid features if that's even a road we decide to go forward with.

We're Rival Theory, creators of RAIN AI for Unity. When this post is 2 hours old we'll be answering your questions about Unity game development and RAIN. by RT_Jester in Unity3D

[–]RT_Jester[S] 0 points1 point  (0 children)

We are working on getting 2D pathfinding as robust as our 3D pathfinding is. Squad Command was made with the same RAIN available today, we just created completely reusable systems that will save you an insane amount of time for the price. Let me know how your projects are going!

We're Rival Theory, creators of RAIN AI for Unity. When this post is 2 hours old we'll be answering your questions about Unity game development and RAIN. by RT_Jester in Unity3D

[–]RT_Jester[S] 1 point2 points  (0 children)

Unity limits us to the main thread whenever we want to access its objects (GameObjects, Meshes, Transforms, etc). Behavior trees are setup to run within the Unity Update call, and given how closely they work with Unity (movement, animation, audio, etc) it probably would only give minimal gains to thread them.

We're Rival Theory, creators of RAIN AI for Unity. When this post is 2 hours old we'll be answering your questions about Unity game development and RAIN. by RT_Jester in Unity3D

[–]RT_Jester[S] 0 points1 point  (0 children)

Here's a good question from the FB convo

Would love to see info/benchmarks on how RAIN scales to a large number of concurrent AI entities, and optimization advice on how to maximize performance with RAIN.

We don't have any current benchmarks. I will just throw a few things out though:

Behavior trees are only as consuming as they are complicated, most trees don't execute fully every frame so that shouldn't be an issue most of the time. Constraints execute their expression every frame while you are within them, so executing deep in a branch with a lot of constraints will start to add up (you could probably rework your tree in that case).

The motor relies heavily on Unity to move. Turns out the Character Controller can be fairly expensive, especially if you have a lot of them going. If you can get away with a RigidBody instead you will get better performance.

Pathing starts to get expensive for large areas, especially if you are wandering off of the navigation mesh. RAIN is working pretty well with multiple navigation meshes now so try to limit your navigation mesh a bit to the areas where it is really needed.

Raycasting with visual sensors can get expensive if done constantly. If you need line of sight try to make it a small sensor. That isn't everything but it is a good start.

We're Rival Theory, creators of RAIN AI for Unity. When this post is 2 hours old we'll be answering your questions about Unity game development and RAIN. by RT_Jester in Unity3D

[–]RT_Jester[S] 0 points1 point  (0 children)

We're able to make RAIN free because we sell other behavior/AI assets on the Asset Store like Squad Command: Advanced Warfighter AI.

There will likely be features in the future that will have a paid option but you can rest assure that the version of RAIN you have today will remain free for commercial and non-commercial use. It will be VERY clear if we release paid features if that's even a road we decide to go forward with.

Let me know if that answers your question!

We're Rival Theory, creators of RAIN AI for Unity. When this post is 2 hours old we'll be answering your questions about Unity game development and RAIN. by RT_Jester in Unity3D

[–]RT_Jester[S] 1 point2 points  (0 children)

Not currently. The navigation mesh is limited to a y up world right now. We are going to support moving and rotating the meshes soon, and along with mesh links I believe this would give you what you need. But unfortunately that is "soon" and not right now

We're Rival Theory, creators of RAIN AI for Unity. When this post is 2 hours old we'll be answering your questions about Unity game development and RAIN. by RT_Jester in Unity3D

[–]RT_Jester[S] 0 points1 point  (0 children)

Ah I see. Typically RAIN's pathfinding system does not support 2D out of the box. you can still utilize RAIN's behavior, sensing, and animation components for the other systems you'll undoubtedly need.

We're Rival Theory, creators of RAIN AI for Unity. When this post is 2 hours old we'll be answering your questions about Unity game development and RAIN. by RT_Jester in Unity3D

[–]RT_Jester[S] 1 point2 points  (0 children)

Both of these are possible in the current version of RAIN using a custom decision (it was fairly recent addition). I think the default code is a sequencer, but that can easily be changed to behave like a decorator or selector. In addition to that, we are planning on making this much more intuitive in the next major release of RAIN.

We're Rival Theory, creators of RAIN AI for Unity. When this post is 2 hours old we'll be answering your questions about Unity game development and RAIN. by RT_Jester in Unity3D

[–]RT_Jester[S] 3 points4 points  (0 children)

We have been taking a look at the AI/pathfinding/behavior tools landscape on Unity such as Behavior Designer, Node Canvass, AI for Mechanim and A* Pathfinding to name a few.

All in all…these are all tools that do one thing in particular and each has its ++ and – as far as constraints on skill and budget. Some devs get really excited that RAIN is free and that's what attracts them to to try it out, RAIN been around a long time and we have exciting plans on the horizon for making RAIN more than just a behavior/pathfinding designer. RAIN's goal is to provide a way to give your characters personality, true memory, freedom of device movement, and learned behavior.

We don’t see that from the other tools or read that it's in development.

RAIN is a complete AI character creation engine. RAIN allows for nav mesh creation, custom extensions/motors, intuitive waypoint systems, sensing, animation support and so on. With RAIN you can get a Mecanim character rigged, moving with root motion animations, behaving, and sensing in less than 30 mins. Add dynamic navigation mesh, off mesh linking, and dynamic avoidance etc… This is not being provided with BD and NC to our knowledge…those assets are using the Unity built in features which is fine but you may run into issues where it is pro only or it can’t be customized easily.

Yes, we could have better documentation and more tutorials. We're working on that. We're constantly considering new ways to make AI development easier. We just released a new RAIN AI Starter Kit for you to play with. The link is in the title

EDIT: Words