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T
Must have!
a year ago
The_3D_Lunatic이전 버전 1.6.1
These additional movement behaviors are a must-have, and a huge time saver. Easy to implement, easy to use. I would recommend this add-on for anyone using Behavior Designer.
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1
0
퍼블리셔 답변:
a year ago에 답변됨
Great to hear - thanks for the review!
I don't know how to use it in 2d game? no example
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1
1
퍼블리셔 답변:
2 years ago에 답변됨
Hello,
The Navmesh sample project is in 3D but you can follow the same steps for 3D. In addition, both the A* Pathfinding Project and PolyNav support 2D. This is more related to the underlying pathfinding implementation rather than the Movement Pack - the behavior tree itself doesn't care if the perspective is in 2D or 3D.
Feel free to reach out at opsive.com/forum if you still have questions.
Justin
h
Why not integration contained in the package.
2 years ago
hotpeperoncino이전 버전 1.6.1
Use INVOICE number for this asset in order to get integration.
Thank for support.
The results of this assets using each navmesh and A star project are different even in very simple case like that there are two destinations and ping-pong by Seek.
You had better trying this asset and also try A* project or Polynav integration, if you want to find other behavior.
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0
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퍼블리셔 답변:
2 years ago에 답변됨
Hello,
With your Movement Pack invoice number you can download the A* or PolyNav integration from the downloads page. Please get in contact at support@opsive.com if you are having trouble downloading the integration.
In some sense it doesn't matter how many lines of code is written and what matters more is the design/functionality. I believe that you got the 150 number from an abstract base class. This class is used as the base for most of the NavMesh Movement Pack tasks but each task contains its own logic (and thus more lines of code) for its respective functionality.
Justin
퍼블리셔 답변:
2 years ago에 답변됨
Thank you - I'm glad that you're enjoying the Movement Pack!
G
Worth it! but...
3 years ago
Glass_Vault_Studio이전 버전 1.5.7
I purchased this to work with A* pathfinding. However, there is basically no documentation of tutorial for getting this to work with either A* or NavMesh. I eventually got it working with nav mesh, but would love to have an example and documentation for A*. Also, the example links do not work and are a pain in the butt. Please include examples as packs directly within the project instead of on your website. In the end, this is awesome stuff and I would recommend it, just wish the documentation was decent.
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1
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퍼블리셔 답변:
3 years ago에 답변됨
Thanks for the review!
The Movement Pack tasks are self contained in that you can just add them to your tree and are good to go assuming you have the underlying pathfinding implementation setup. There is a sample scene included with each pathfinding implementation that provides a good example for how that particular task is used.
There is a sample scene for the NavMesh and A* integration that you can compare against. The A* and PolyNav integrations are separate so they can be updated independently of the Movement Pack packages.
Of course, if you have any questions definitely reach out and I'd be happy to help!
Justin
M
Great! :)
4 years ago
Magic-Thor이전 버전 1.5.7
The Movement Pack is a nice addon for Behavior Designer! It saves many time! :) Always great support from opsive!
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G
The best asset I have used so far
4 years ago
Grzegorz_Kwasniewski이전 버전 1.5.6
I have already used this asset in two of my prototype games and it didn't fail me even once. You need to invest some time into the understanding framework itself, but once you get the basics, you will be happy with how easy it is to use. I use First Person Controller wither other addons, like Behaviour Designer and Deathmatch AI kit. Thanks to those tools I can focus on game design, and I don't need o spend time on implementing basic mechanics for my games. For the price, you will also get great support from the Oppsive team. They have answered every question I have added to the support forum.
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0
0
What a complete rip off.
Behavior designer is amazing but this pack is garbage.
It's not integrated with the A*pathing like it advertises.
Tasks just don't function properly and you will have to go into the code yourself to fix it. I contacted the dev to ask for a solution and he was asking me if I knew a way to fix it
I made a post months ago on the forum. Both the wander and flee task constantly pick locations outside of the pathfinding graph. You replied to me on the forum asking if I knew of a better way to sample a random position.
I bought this pack because I thought it would save me some time but I had to build my own tasks anyway even though you advertise them as working...
This pack is simply not integrated with the a* pathfinding
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1
3
퍼블리셔 답변:
5 years ago에 답변됨
> It's not integrated with the A*pathing like it advertises.
It is - you can find the integration on this page: https://opsive.com/downloads/?pid=1092
Updated for edit:
> Both the wander and flee task constantly pick locations outside of the pathfinding graph.
Have you tried the most recent integration? I spoke to the A* developer and recommended a method which prevents this from happening.
> You replied to me on the forum asking if I knew of a better way to sample a random position.
I vaguely remember this case and I asked if you knew of a generic way to determine if the location was valid in A*. It was easy to get for one graph type but not a generic graph. I do not know intricacies of the A* Pathfinding API so I thought that you might while I wait for an answer from the A* developer.
In any case that should be fixed now with the latest integration. If it's not please let me know via the forum and I'll continue to work with the A* developer.
Justin
S
If you read my other Opsive reviews you already know to buy.
5 years ago
STORMFATH3R이전 버전 1.5.6
Great product and a nice expansion to BD, I found it particularly helpful as an AI beginner. This add-on makes it easier to get your AI rolling. I was blasting with my shotgun in one afternoon. Best BD add on in my opinon.
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0
2
I
Instant gratification
5 years ago
I_Trevelyan_I이전 버전 1.5.6
I was struggling getting the Behavioral Designer off the ground before realizing the Movement Pack would be adding the basic functionalities that I'm looking for, by adding the integrations with Nolan as an agent (in my case).
I first I wished the Behavioral Designer would simply be $10 more expensive and simply include this very necessary addition, but I can also understand there are those that would rather code their own logic into the game.
At any rate, I got my character moving around my Navmesh instantly with this integration, so I'm one happy camper.
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