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  • Current Version: 0.8.2: 2023-03-16T13:00:52Z
  • First Published: 2022-05-04T07:50:30Z
  • Size: 4722512
  • Supported Unity Versions: 2021.3.16
tools behavior-ai

Alek AI System

(14 Votes)
$- $-

Alek AI System's aim is realism, by making the AI move nicely, and react to the environment with all kinds of animations/movements.


Who is it for?

This system was specifically made for VR, so it supports all kinds of interactions, like dodging, blocking incoming objects procedurally, has an integration with PuppetMaster (essential for good VR games) and more. so it is perfect for VR devs. if you are not making a VR game it still has the upper hand on meleeinteractions (blocks, dodges, hit interruptions etc), and most ranged interactions (during attack movement, IK, cover shooter etc)


why the higher price than other AI assets?

Because it has features specifically for VR (like the dynamic blocking), and many integrations that other systems just don't have. It is lightweight, has functions that will make your AI immersive, and i offer cool support (just read the reviews)


specfic descripton:


MOVEMENT

AI moves, adapting to how it's target is moving

- chasing

- backing off when needed

- strafing

- any movement with any animation on any action additionally (Additional Actions)

- hiding system

- dodging (and blocking (and dynamic procedural blocking))

- dropdown/incomplete path - plays a specific animation when on a link, and stands when is an incomplete path and not moving

- custom rotation system (allows for slowing down when not facing target)

- run away agro mode, so your AI can run away from target

- hiding from the terget (cover shooter)


ATTACKS

Any amount/animation/movement on attacks

- melee/ranged/mixed

- unlimited number of attacks (with sequences/animations/events), picked randomly, with weights (probability)

- attack sequencing (so you can make fe. a bull chasing up, after that running toward a player, and then hitting)

- a lot of damage methods

- better bullet system - bullets always detect target

- movement on attacks (so when shooting, AI will not look dull)


WAYPOINTS

Advanced wayPoint system

- 4 waypoint modes: loop, reverse, random around AI, random around spawn

- weapon placement helper (fe. random around AI, snap waypoint to ground)

- waypoint painting (with a brush)

- waiting a specific ammount of time at a specific waypoint


SIGHT

Full sight and detection system. dynamic (AI vs AI and multiplayer support) and preset target detection


ANIMATIONS

Just drag and drop animation to the animator , reference them by name, and viola! it even works with root motion

- any animation on any actions additionally (Additional Actions)

- animations on certain events (fe. when spotted target, when hit (with knockback), etc.)

- dynamic turning (AI turns when it should)

- animation speed match to velocity option


STRUCTURE

all non specific values are held in profiles (scriptable objects)

- share all kinds of settings between AI

- you do not have to copy settings all the time

- specific settings for each AI (like avoided tags, waypoints, etc.)

you can switch between behaviours (for example, you can have an AI that is punching when close, and shooting when far away, or (/and couse you can switch behaviour switchers) run away when low on health)


Alerts

The system contains 4 alert methods (distractions):

- look - AI looks at a specific position (fe. you throw a rock, and AI looks where it was)

- chase - AI immiedly starts chasing Target

- check - AI goes to investigate a specific position

- danger - AI blocks/dodges incoming danger


HEALTH DAMAGE

Full health and damage solution, easily integratable with other solutions


AUDIO

Full audio solution


PERFORMANCE

Alek AI has incredible performance compared to other AI solutions

- you can slow down path updating, and sight updates or reduce - reduce lag spikes by distributing calls between frames

- with 180 enemies the system caused 0.7 - 2ms.

tests (results given during fight, before deaths, when AI dies, it doesn't waste almost any FPS, accept for the model, note that i do not have a great computer):

- with 0 AI i got - 2700- 2300FPS (for reference)

- with 4 melee + 2 ranged AI, with dynamic detection (the heaviest for the system) I got 1300-1120FPS

- with 8 melee AI, with dynamic detection (the heaviest for the system) I got 920- 830 FPS

- with 90melee AI with dynamic detection (the heaviest for the system) I got 170- 150 FPS

- with 180 melee AI with dynamic detection (the heaviest for the system) I got 90- 80 FPS

see the 180 enemies test video here. since the video many things have improved, but it briefly show the performance.


ONE CLICK SETUP & AWESOME EDITORS

- you can set up any AI with just one button click. just go to Tools/Alek Games/Alek AI System/Behaviour Maker or Shift + Alt + M. There are a lot of creation options, so you can make any enemy in seconds.

- There are a lot of custom editors to make your job easier.

- you can edit/switch all (or just selected) AI in scene, using AI Manager (in Window/Alek Games/Alek AI System/AI Manager)


INVERSE KINEMATICS

the system uses IK for:

- aiming - AI aims with hand and body at its target

- dynamic (procedural) blocking - automatically places weapon to block incoming attack or places it on proper height when just standing, perfect for VR sword fighting game (like blade & sorcery or battle talent)


INTEGRATIONS

you obviously need assets these integrations are for, to make these integrations work.

- PuppetMaster (click here for video): supports: falling, knockdown, being grabbed (for example in VR), being unpinned on damage, and all of the other stuff you would expect from puppet AI with ragdolls.

- Final IK - for aiming and dynamic blocking.

- A* Pathfinding Project Pro (since i do not know how to do samplePosition() function in A*PPP, its integration does not support NavMeshSample Target Pos Fix Mode.

integration with Puppet Master is not officially supported by A*PPP integration. that still needs some work)

- easily integratable with all damage systems, due to interfaces used in the damage system


COOL STUFF

- ragdoll activation on death

- a lot of events to expand the system

- agro modes

- not linked with player controller, everything is done separately, adapting to the situation

- action structure for behaviour (13 actions + 9 movement actions)

and a lot more...


LEARNING CURVE

- fully documented

- tutorials

- discord server and email


FULL SOURCE CODE

Full source code is provided in the package.


SUPPORT

in case of any questions email me at [email protected] . I will respond very

quickly (24h max, unless there is like a 1000 email, which I do not expect). There also is a discord server, to help you (click here to join).


NOTE

- as long as the system version is 0.x (below 1), I may change some stuff (so there will be no legacy support then). That means that stuff like used classes, and variables can change, so your prefabs may not work correctly (I will avoid that, but I still think it is worth warning).


REFUND POLICY (Additional info, cause this asset in under EULA)

I will most likely accept refunds, unless they fall under following reason:

- I accidently bought the asset,

- I misread the description,



the system is close to v1, and I may relaunch the asset, as the initial version that most people bought is nothing like what the asset is now (if you bougt this asset in last 4 months you will be able to get the relaunched version for free).



---discord---


in case of any questions email me at [email protected] , or join my discord server, and ask questions there


*thumbnail (icon/card/cover image) images do not represent the package content.


oh, and one more thing, after buying this asset you instantly become cool (er).


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