Diese Woche bei den Top 5 Unity Assets – Tools AI – 2023.

Wir haben für euch die Top 5 Unity Assets – Tools AI – 2023 zusammen gestellt.

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Ohne groß durm herum zu reden:




Platz 5 – SensorToolkit 2

Originalbeschreibung:

SensorToolkit is a collection of ’sensor‘ components that detect objects and sense the world around them. It elegantly manages the complexities of object detection so you can focus on the fun stuff.

SensorToolkit is a powerful abstraction over the built-in Unity functions like Raycasts, Overlaps and Trigger Colliders. You can add standalone sensor components to your game objects and configure them as needed. The sensors can be queried to determine what they detect and provide additional information, such as the visibility or shape of the target.

Documentation

Upgrading from v1

Discord

Features:

• Works in both 2D and 3D.

• Many sensor types available: Raycasting, Overlaps, Steering, Line of Sight and more.

• Lightweight and modular. Sensors are independent components that feel native to Unity.

• Easy to integrate with your project: simply add a sensor component and configure it.

• Flexible and unopinionated, allowing you to design your game as desired.

• Many filtering options and querying functions for precise detection.

• Capable of detecting individual colliders or rigid bodies made up of multiple colliders.

• Advanced line-of-sight implementation can calculate partial visibility.

• Performance is a key focus, with many options available to control performance.

• Test sensors in the editor and confirm their configurations before running the game.

• Upgraded steering behaviour based on ‚Context-Based Steering‘ method.

• All source code is included.

• Zero garbage generated.

Who is this for:

SensorToolkit is designed to be user-friendly and easy to use, regardless of your level of programming experience. Non-programmers will appreciate the ability to create complex detection behaviors without writing code, as the kit is integrated with Playmaker and additional integrations are planned. Programmers will find SensorToolkit to be a powerful foundation for building AI behaviors, as it manages the complexities of object detection and provides a clean and simple interface. The widgets and debugging inspectors also help you quickly identify any configuration issues, allowing you to reduce boilerplate and keep your code organized and efficient.

Integrations:

– Playmaker

– Behavior Designer

– Game Creator 2

– Adventure Creator

More coming

But detecting things is easy?

Sometimes, I’m asked why to use this asset when it’s easy to call the functions for raycasts and overlaps directly. While it is true that these are simple tasks, that is not the only value that SensorToolkit aims to bring. The main challenges that this asset aims to solve are as follows:

• Comprehensive coverage of the raycast, overlap, and trigger collider functionality.

• Debug widgets that show the exact shape of a sensor’s detection range.

• Ability to examine what a sensor detects during runtime or in the editor, saving time and effort in debugging by clearly showing whether a sensor can detect an object or not.

• Powerful implementation for line-of-sight testing, with a lot of effort put into this sensor.

• Robust event-driven architecture that allows you to change all sensor settings at runtime without encountering bugs.

• Sensors can detect objects made up of many sub-objects, such as a rigid body with multiple colliders on child objects. The sensors can intelligently map many input objects to a single output detection, with high configurability.

• Convenience functions that return lists or can be enumerated, without generating garbage.

• Sensors can be plugged into each other to build up complex detection behaviour.

• Much flexibility is provided to control the performance impact of the sensors at runtime.

Difference from v1:

This is a significant update from the first version of SensorToolkit. While it may seem familiar, there are a significant number of changes. The first version’s code was difficult to extend, making it hard to add new sensors or extend existing ones without blowing out complexity. SensorToolkit 2, on the other hand, has a new architecture and philosophy that makes it easier to add new features. Some of the major new features include:

• Sensors capture the bounding box of detected objects, allowing for easy targeting of an object’s center of mass.

• Ray sensor supports all Physics.Raycast shapes including ‚ray‘, ’sphere‘, ‚box‘ and ‚capsule‘.

• Range sensor supports all Physics.Overlap shapes including ’sphere‘, ‚box‘ and ‚capsule‘.

• Sensors do not implement the ‚Update‘ method, meaning that if a sensor is not pulsing, it has no performance impact when this function is called each frame. This is especially useful for the TriggerSensor, allowing you to create many static trigger zones with good scalability while still being able to use the toolkit’s comprehensive API.

• Line of Sight is now a separate sensor. It’s been significantly extended, including the ability to smooth visibility scores over multiple frames, so it’s possible to calculate fractional visibility using a single ray per pulse. It can scale visibility by distance and view angle so it’s no longer necesassary to use a FOVCollider.

• Sensor pulses are randomly staggered so they don’t fall on the same frame when they have the same pulse interval.

• Steering sensor that replaces the old Steering Rig and is based on the more advanced „Context Based Steering“ method, which should work better and be easier to use.

• New arc sensor that allows for raycasts over a parabola.

• New boolean sensor lets you combine the results of multiple other sensors. For example: ‚What are the things that I can hear and also see‘.

• Ability to inject custom code into sensor detection logic for custom filtering needs.

• New Navmesh sensor for analyzing a navmesh.

• More robust codebase that has eliminated all outstanding bugs.



Platz 4 – PolyNav – 2D Pathfinding

Originalbeschreibung:

[Adventure Video Demo]
[Top Down Video Demo]
[Website]

PolyNav is a lightweight polygonal based 2D pathfinding solution using A*, that is extremely easy to setup and use, made specifically for your Unity 2D games!

• Define the walkable and obstacle area polygons with ease!
• Generate or update the navigation areas in runtime for procedural levels!
• Includes a complete steering agent component!
• Use an easy API to control your agents!
• Includes NodeCanvas tasks!
• Includes Playmaker actions!

PolyNav can be great for Adventure, Isometric, Side-Scrollers and Top Down 2D Games!

NEW: Composite Colliders Support
NEW: Multiple Navigation Maps
NEW: NodeCanvas Integration
NEW: Playmaker Integration
NEW: Simple Agent Avoidance
NEW: Agent offset from edges



Platz 3 – Behavior Designer – Movement Pack

Originalbeschreibung:

Behavior Designer – Movement Pack contains 17 different behaviour tree tasks focused on both 2D and 3D movement.

In addition to covering all of the AI steering behaviors, some tasks provide unique functionality such as finding cover or hearing if an object is within range.

Three tasks – flock, leader follow, and queue – provide an excellent example of controlling multiple AI agents with just a single behavior tree.

Each task is well commented and written in a generic and clean way making it very easy to integrate into your own project. This pack will continue to grow as we hear new task suggestions from the community.

Web Demo | Documentation | Unity Forum

Pathfinding Implementations

  • Unity’s Navigation Mesh
  • A* Pathfinding Project
  • Poly|Nav

Tasks

  • Move Towards
  • Rotate Towards
  • Seek
  • Flee
  • Pursue
  • Evade
  • Follow
  • Patrol
  • Cover
  • Wander
  • Search
  • Within Distance
  • Can See Object
  • Can Hear Object
  • Flock
  • Leader Follow
  • Queue

The Movement Pack is integrated with the Ultimate Character Controller allowing for movement with root motion.



Platz 2 – Dialogue System for Unity

Originalbeschreibung:

Easily add interactive dialogue, barks, and quests to your projects.

The powerful, top-rated dialogue system used in Disco Elysium, Eternights, Lake, Suzerain, Peglin, Jenny LeClue, and many many more, the Dialogue System for Unity makes it easy to add interactive dialogue and quests to your game. It’s a complete, robust solution including a visual node-based editor, dialogue UIs, cutscenes, quest logs, save/load, and more. The core is a lean, efficient conversation system. A large collection of included, optional add-ons make it quick and easy to drop conversations into your project and integrate them with other assets. No scripting required. Complete C# source included.

Demo | Docs | Tutorials | Forum

Free Extras | Free Trial

Works with all Unity versions 2019+ including 2019, 2020, 2021, and 2022.

Bundle: Get the Dialogue System, Text Animator, and Feel for 20% off.

Features:

  • Dynamic, branching conversation trees
  • Barks
  • Alerts
  • Cutscenes (audio, animation, camera cuts, etc.)
  • Cinemachine Timeline integration
  • Quick Time Events (QTEs)
  • Quest system
  • NPC status relationship system
  • Easy language localization
  • Save/load without scripting
  • Optional Lua scripting and variable system
  • Designed for easy integration with existing assets frameworks
  • Comprehensive documentation and tutorials

Editor:

  • Visual, node-based dialogue editor
  • Importers for articy:draft 1/2/3, Arcweave, Celtx, Chat Mapper, Twine, Yarn Spinner, Ink, Neverwinter Nights, JSON, CSV, and other formats
  • Export screenplay format, voiceover asset list, CSV, Chat Mapper, and more
  • Built-in localization support (or use Unity Localization package or i2 Localization)

Runtime UIs:

  • GUI-independent; can work with all GUI systems, with built-in support for Unity UI, NGUI, TextMesh Pro, Super Text Mesh, and more
  • Input system-independent; works with Unity Input, Rewired, New Input System, etc.
  • Modular interfaces: swap in your own UI or cutscene system
  • Several beautiful, fully-customizable UI skins
  • Detailed sci-fi environment animated model
  • Works in 2D, 3D, VR, and AR

Integration:

Includes drop-in integration into existing frameworks assets such as:

  • Adventure Creator
  • Action-RPG Starter Kit
  • articy:draft
  • Behavior Designer
  • Celtx
  • Cinema Director
  • Cinemachine Timeline
  • Chat Mapper
  • Core GameKit
  • Corgi Platformer Engine
  • Customizable Sci-fi Holo Interface
  • Devion Item Inventory System
  • DoozyUI
  • Easy Save
  • Emerald AI
  • FaceFX
  • Feel
  • Game Kit Controller (integration by GKC dev)
  • I2 Localization
  • Ink (by Inkle)
  • Invector Third Person Controller
  • Inventory Engine
  • Inventory Pro
  • Lively Chat Bubbles
  • Localization Package
  • Look Animator
  • Love/Hate
  • Makinom
  • Master Audio
  • Motion Controller
  • New Input System package
  • Now We’re Talking
  • Opsive Ultimate Character Controllers
  • Opsive Ultimate Inventory System
  • ORK Framework
  • PlayMaker
  • Quest Machine
  • Realistic FPS Prefab
  • RelationsInspector
  • Rewired
  • Rog
  • Rogo LipSync
  • RPG Kit
  • RT-Voice
  • SALSA with RandomEyes
  • SLATE Cinematic Sequencer
  • SoulLink Spawner
  • Speech Recognition System
  • Super Text Mesh
  • Talkit
  • TextMesh Pro
  • Text Animator
  • TopDown Engine
  • Twine
  • Top-Down RPG Starter Kit
  • UFPS
  • Ultimate Notification System
  • uMMORPG
  • UniStorm
  • uRPG
  • uSequencer
  • uSurvival
  • Visual Scripting package
  • Yarn Spinner
  • and others

For Programmers:

  • Includes complete, thoroughly documented optimized C# source code

Tested on Windows, Mac, iOS, Android, WebGL, Xbox, PlayStation, Nintendo Switch, Linux.

Bonus packages are available on the Pixel Crushers website.



Platz 1 – A* Pathfinding Project Pro

Originalbeschreibung:

The A* Pathfinding Project is a powerful and easy to use pathfinding system for Unity. With blazing fast pathfinding your AIs will be able to find the player in complex mazes in no time at all.
Perfect for TD, FPS and RTS games.

Features:
Supports grid, navmesh, point and hexagonal graphs. Automatic navmesh generation to save you from doing it manually. Fully multithreaded so it will barely affect the frame rate. Path post-processing using raycasting, smoothing and using the funnel algorithm. A single line of code for a pathfinding call. Graphs can be saved to files. Local Avoidance both in the XZ and XY plane. Source code included. Supports updating graphs during runtime.

Includes a total of 16 example scenes to help you get started. Also, a comprehensive online documentation where almost all functions and variables are documented.

On the package website you can also find a beta version with many new features such as burst-powered graph scanning and local avoidance, improved APIs and many bug fixes.

Demos and videos
More info here!
Video



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