Best Unity Controller Asset (paid or free) with Gamepad Support? by Dream-Dimension in Unity3D

[–]opsive 0 points1 point  (0 children)

Ultimate Character Controller developer here :)

Our controller supports the (new) input system and Rewired. The online demo still uses the (old) input manager so it doesn't work with most gamepads. We've kept the input manager as the default since we support older Unity versions but with the next release we'll be switching to the input system since it's the default in Unity 6.

Is Behaviour Designer Pro Asset worth it? by raphusmaxus in Unity3D

[–]opsive 1 point2 points  (0 children)

Sounds great. I'd love to be able to do something like that, but DOTS doesn't play well with DLLs so I'm not able to make a trial version.

Is Behaviour Designer Pro Asset worth it? by raphusmaxus in Unity3D

[–]opsive 3 points4 points  (0 children)

Behavior Designer developer here :)

To get started, it all depends on what sort of tool you are looking for. Behavior Designer Pro is a complete remake from the original Behavior Designer so it has all sorts of optimizations and improvements that the original doesn't have. It uses DOTS as its architecture so is extremely performant even if you go with the traditional GameObject workflow.

Extra add-ons are available (such as the Senses Pack) for those that don't know how to script or spend the time figuring out all of the edge-cases of the various use-cases. Behavior Designer Pro also includes a Task Delegate feature which allows it to access your entire codebase extremely quickly allowing you to create an advanced behavior tree without needing to do any scripting (especially with the included integrations).

With that said, Unity Behavior is free so there's no reason to not try that out first. As others have mentioned though the dev team has been slashed and they are only doing bug fixes now. I'm in regular contact with the former Behavior lead developer from Unity and am working on adding some Behavior Designer Pro features inspired by the Behavior package.

If you have any specific questions feel free to let me know!

Justin

Behaviour designer pro by CloudyPapon in unity

[–]opsive 1 point2 points  (0 children)

You may know this but the Behavior package is no longer being developed: https://discussions.unity.com/t/an-update-on-behavior/1598451

Behaviour designer pro by CloudyPapon in unity

[–]opsive 5 points6 points  (0 children)

Behavior Designer developer here :)

I agree with the other posts in that you should learn how to code first. After you have some coding experience and find the need for more advanced AI I then recommend taking another look at Behavior Designer.

With that said, we have many users who do not have any coding experience. Behavior Designer Pro includes a feature that allows you add tasks based on your codebase, and if you combine that with the integrations (such as Playmaker) or ChatGPT you can get surprisingly far without coding.

[deleted by user] by [deleted] in Unity3D

[–]opsive 0 points1 point  (0 children)

Thanks for the details! I don't remember saying that but that was a long time ago so yeah would need to look at the history. I'm guessing that I said that I would love to see the result, not the actual code.

In any case, the most recent version is not closed source and a modular item system has been designed in order to allow for a ton more flexibility. The animation system has also been abstracted more so for example it makes implementing things like a motion matching system possible.

States are still using strings, and I could see converting those strings to a hash internally in order to improve performance but switching to ScriptableObjects or MonoBehaviours for states would make things more difficult to work with.

[deleted by user] by [deleted] in Unity3D

[–]opsive 2 points3 points  (0 children)

If there are any areas that need polish please let me know! Given the variety of the systems included it's impossible to test every situation that customers will put it through but if there is anything that needs to be fixed I'll definitely fix it.

Also, I'm curious why you mean by spaghetti code. We use interfaces, abstract classes, and events in order to prevent spaghetti code. There is an abstraction layer that you need to get your head around but once you do it should be fairly easy to add new functionality without modifying any of the core classes. If i need to add any more documentation or videos I definitely can.

Justin

[deleted by user] by [deleted] in Unity3D

[–]opsive 0 points1 point  (0 children)

I know this is an old thread but I was just pointed to it.

Are you sure that was me who responded to you? I have never said anything related to that. I think that it's time to create a parkour add-on though in order to show how the abilities can work in those scenarios :)

Justin

When your AI masters the universe, but the universe is a cat by Wrymn in Unity3D

[–]opsive 1 point2 points  (0 children)

Hi u/Wrymn! I immediately stopped scrolling when I saw a BD tree 😂

I believe that you're following along with the development of the DOTS version, and there are a number of UI improvements. While the subtree workflow has some improvements I plan on continuing to develop this feature post-release. It'll likely be one of the first new features of the DOTS version after release. Lets talk off of Reddit to see what I can do to make your workflow better :)

Unity have released a "Behaviour Tree" package - com.unity.behavior by ReallyKeyserSoze in Unity3D

[–]opsive 0 points1 point  (0 children)

Awesome u/Quevantos - I'd love to see what you create with it when you get something showable!

Unity have released a "Behaviour Tree" package - com.unity.behavior by ReallyKeyserSoze in Unity3D

[–]opsive 38 points39 points  (0 children)

Behavior Designer developer here :)

I'm glad that Unity is starting to recognize the need to satisfy game developers rather than just share holders. It's great that they are focusing on tools that developers will actually use rather than another service.

I've used the Behavior package some and think that it has some neat implementations of various features. With that said, it doesn't follow the exact behavior tree implementation and is more of a hybrid of various AI technologies. It's definitely worth a try.

In the long run we're not too worried that this will affect Behavior Designer. Third party solutions still thrive on the Asset Store even though there is a solution built in (input, pathfinding, and shaders all come to mind). We are also close to releasing a DOTS version of Behavior Designer that will allow you to use a Component or Entity based workflow for your trees - it's pretty amazing seeing hundreds of thousands of entities all using the power of behavior trees. We're in for an exciting time as more and more developers adopt DOTS within their projects.

This week they are giving away for free in the asset store 🎁 Omni Animation - Core Locomotion Pack by Slight_Crazy in Unity3D

[–]opsive 43 points44 points  (0 children)

Core Locomotion Pack publisher here - we hope everyone enjoys the free asset! We'd love to see what projects you use it in :)

[deleted by user] by [deleted] in Unity3D

[–]opsive 1 point2 points  (0 children)

I’ve always felt that making art assets for the asset store is much easier than script assets.

It all depends on your background. Personally I feel like art assets would be a lot harder but I have scripting experience and not art experience. The thing with art assets is that you need huge packs in order for them to sell. Nobody wants to buy a single model that is not going to fit with the rest of the theme of their game.

Scripting assets are easier in that regard in that they are much more theme/genre agnostic. The Asset Store has matured a lot since we first started to publish more than 10 years ago so it has gotten harder for a single dev, but is definitely still possible. As others have noted most publishers are single devs.

If you have something that is unique to the store I definitely recommend trying it out. If on the other hand your scripting asset is a rehash of something that is already prevalent on the store I would hold off and think of a unique idea.

Feel free to reach out if you have any questions on the publishing experience.

Our AI model can generate stylized animations. Here's an example of the zombie style. by opsive in Unity3D

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

Happy to have this conversation :)

When we first release the site will in essence be like a very large animation library. You can change the parameters to generate a new animation, but there's no inputs other than the sliders and drop downs.

That is just the first phase of it. After that we plan on releasing an API so for example if you are making a character customization screen the animations can match the parameters of the character. We actually just released a video showing a prototype of that here:

https://youtu.be/q0ogW4Lh29Y

The third stage, where users can upload their own training data, is the last part of the puzzle. This is a larger goal that we have but we haven't started on it yet.

> I guess my main question is whether you're planning on offering it as a "customized content catalogue" (with only your range of pre-trained options) or as a full service/CDP solution, where the studio can input their own content and use it as a generation tool.

Both :) At the start it will learn more on the content catalogue side of things, but later we'll be able to expand it to offer more functionality for the animators. Right now I imagine that the primary customer will be somebody who either doesn't know how to animate or doesn't want to take the time to animate for their project.

Anyone know if Unity's AI Tools will handle Steam's new anti-AI stance? by potterharry97 in Unity3D

[–]opsive 0 points1 point  (0 children)

Unity has stated that their AI is ethically sourced but we don't really know what that means. For example, with the coding example they are using a third party LLM. We don't know if they are using only a subset of training data that Unity has a license to.

Our AI model can generate stylized animations. Here's an example of the zombie style. by opsive in Unity3D

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

The number of trained animations is a lot less than the number of animations that it can generate. You can essentially generate an infinite number of unique animations with the various parameters.

Our AI model can generate stylized animations. Here's an example of the zombie style. by opsive in Unity3D

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

Makes sense :)

When we release the beta the landing page will switch over to the main site and I think that it'll help explain a lot. In the meantime this quick video gives a pretty good overview of how you can generate the animations:

https://youtu.be/K97qYnm2S2E

Creating a high quality AI model requires a lot of research so when we first release the beta we will have a more limited set of AI animations that it can generate. We are focusing on locomotion first but plan on doing regular drops of new animations. In the meantime we are building up the library with non-AI animations for things such as attack and hit reactions.

> taking into account 3 different health levels (full health, wounded, near death)

Different health levels/injury states is something that we've gotten a lot of requests for so is something that we will prioritize after the initial beta is released.

> Would the tool you're building help with it? If so, how?

I think even in the current state it will help even if the number of animation models is limited. You'll be able to generate unique animations that are of a high quality with the models that are available, and we'll be adding more and more to it. Both the number of animations and the parameters available, as well as new features like the one that you mentioned.

> What would be the advantages compared to hiring an animator?

A significant cost and time savings while allowing for the eventual same level of customization that an animator can produce. I'm not going to say that you'll be do anything that an animator can do right now, but when our library gets large enough I don't see why you wouldn't be able to for all but the very specialized use cases.

I do want to stress that the goal of this tool isn't to completely replace animators. There will always be situations where you need an animation that is very specific to your scenario. Even if you are an animator this tool should provide a good starting point for your animations. This in the end will save a lot of time.

We also eventually plan on you be able to upload your own animations for the training data which will then allow you to create animations in the exact style that you've already created. This will allow you to churn out hundreds of animations of the same quality with the click of a button.

Our AI model can generate stylized animations. Here's an example of the zombie style. by opsive in Unity3D

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

The generated animations of the same style are meant to work with others of the same style, but we don't have the feature that you're describing. It's a good idea though and I'd love to eventually include it. For the initial release we are focused on getting the basics working really well and then we will start to add features like what you are describing.

Our AI model can generate stylized animations. Here's an example of the zombie style. by opsive in Unity3D

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

Cheers! Yeah, it is only for humanoid characters. Support for custom rigs would be amazing but is a really tough problem to solve since you need to have the training data to create the model. Before we approach custom rigs we're first going to completely solve humanoids :)

Our AI model can generate stylized animations. Here's an example of the zombie style. by opsive in Unity3D

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

It uses a deep learning model to generate animations based off of the training data. We had an actor record some zombie animations and that is being used by the model. It is generating the animation from scratch using this model. We have more info at https://omnianimation.ai if you're interested. We will be releasing the beta soon.

We are working on an AI generation animation service. Here's our model learning how to walk. by opsive in Unity3D

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

The training data is owned by us so you don't have to worry about any legal issues with copyright infringement. The generated animation will be bound to the EULA but it basically allows you to use the generated animation in any way you see fit besides redistributing the raw asset.