AI Animal Control
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Overview
This component is the bridge between the Animal Controller with the Unity Navmesh system.
The Animal uses the function Move(Vector3 Direction)
to move around.
This component moves the animal by using a target Position or Transform. It gets the Direction of the Navmesh Agent's desired Velocity and feeds it into the Animal controller.
It is a basic way to move the animal around in an environment, using all the rules of a Navmesh like jumping, falling from a cliff or staying on the Navmesh. It can also interact automatically with Zones.
Requirements
The component needs a Navmesh Agent.
Since the animals have the Pivot of the Root Gameobject on the center of the back feet; it is better to have all the AI Components in a Child Object and move it to the front feet of the Animal.
Parameters [General]
Targets
Target
The Transform reference used to calculate the direction to move.
Next Target
Reference of the Next Target stored, (given by the target) when the animal arrives at the current target.
AI Parameters
Update Agent
How often the path for the agent should be recalculated - lower numbers mean less performance.
Stopping Distance
Default stopping distance the Animal will use to arrive at a Target. Waypoints and AI Targets will have their own stopping distance value.
You can add the AI Target component to any other Object to override this default value.
Slowing Distance
Distance to start slowing the animal before arriving at the destination
Look at Offset
Distance from the Animals root to apply the LookAt Target logic when the animal arrives to a target
Point Stop Distance
Stop Distance used on the SetDestination method. This is commonly used on the Point Click component.
Slowing Limit
Limit for the Slowing Multiplier to be applied to the Speed Multiplier
Wait Time Multiplier
Multiplier used for Waypoints Wait time. Set it to 0 if you want to ignore waiting on waypoints.
Disable Input
If true then it disables the input component on the animal. This will avoid the AI and Player Input to fight over controlling the Character
References
Animal
Reference for the Animal Component
Agent
Reference for the Nav Mesh Agent
Stop Agent On
Allows you to determine specific states to Stop the Agent working on. E.g. if you have a Fall state here, then it stops the agent working on the fall state.
Events
On Enabled
Invoked when the AI Control is enabled
On Disabled
Invoked when the AI Control is disabled
On Position Arrived(Vector3)
Invoked when the Animal arrives at a Target Position. E.g. When the Animal is set to a position with the Click Point Component.
On Target Arrived(Transform)
Invoked when the Animal arrives at a Target Transform
On New Target Set(Transform)
Invoked when is Assigned a new Target.
Debug
When the Editor is Playing all internal variables are shown. This is perfect for debugging the AI main Parameters.
Console
Print to the console all the Notifications of the Animal AI Control.
In-Game Log
Shows in the scene on top of each AI animal the main values while using the component
Gizmos
Shows on the Scene all the gizmos of the Animal AI Control
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