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I'm creating companion-like AI, so I think half of the features are not for me (i don't have any enemies), but anyway, it's so simple to set up, so it's a no-brainer to get it and use it. Also, the support is really fast!
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パブリッシャーからの返信:
23 days ago に返信
Thank you very much! Appreciate your feedback!
l
It average for free game on Steam
25 days ago
lidoGames94以前のバージョン 3.4.4 で
2 Stars
Like if AI instantiate multiple objects on attack state and you want AI to strafe then just forget about it. AI only strafing when Idle. Like AI must not attack and strafe then attack again. When change attack in interval then AI will not move at all. you can't know if AI go back to normal or stay at alert though I toggle return to normal, because AI stays to long at idle after attack despite you toggle or not. So when I change idle time in normal state, AI will change waypoint very fast while enemyToAttack = null. So I have to fix this in script instead of doing it from inspector.
Sometimes AI go crazy and push player instead of stop and attack. Though its range. And when you do scripting to check if AI is attacking or not, you must think of it different way like is enemyToAttack != null instead. Though AI is attacking player now and not normal state. If you debug this enemyToAttack and its null, it throw you an error and pause gameplay.
Dividing states to normal and attack is not good for detailed game. It should have more details like idle, move,... plus AI here moves like motor. Like I wish if dev knows about Animation Curve before publishing this average asset. But for simple game this is huge time saving.
Update:
1 Star
1) There is no IK! There is no Final IK integration.
2) Cover logic is not working properly. When I set cover layer and add it to obstacles layers so enemy doesn't see through, enemy doesn't react at all towards the cover. I can only set one layer per gameobject and when I remove the cover layer from obstacles layer, it "sometimes" works but AI can see through cover.
3) isAttack is only attack duration. so if your animation is 0.5f which is attack duration because you want AI do instantiate at specific frame, then isAttack is only true for 0.5f. I don't know what logic that says AI must go to alert and normal state then attack again. so you can somehow change idle time inside alert state, but you can't do it in normal state because you will use normal state when enemyToAttack = null.
4) There is no performance boolean. So if your game is open world or have 50+ AI using this average asset, then AI away from player will keep running and limits your work. So I don't know how to disable scripts instead of disable gameobject because I want the player to see AI even when they are far away.
%) There is nothing in documentation about surprised state. so I don't know how to use it.
in Conclusion, This asset is very average and can fit platformer game more than AA games.
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パブリッシャーからの返信:
25 days ago に返信
Hello,
Thank you for the feedback. Allow me to answer your concerns.
1) Strafing during attack is not a common behavior in games. If you want you can edit the attack behaviour script. By default, like all AIs, the agent strafes when waiting before attacking the target.
2) When there are no enemies, an aggro AI goes from attack to alert and then finally to normal. You set the time on each behaviour script for how long before it goes to the next state.
3) AI going crazy in edge cases because of a vision bug and it got patched, you're using an older version.
4) To check if an AI is attacking or not you simply do: blaze.isAttacking which returns a bool. To be even more specific and check if an attack animation is fired you do: blaze.isAttackingAnim, which again returns a bool. All these are mentioned in the documentation.
5) You can use root motion if you don't want agent movement.
Update:
1) I never mentioned there is a final IK integration. If the user wants IK they can do it themselves, other than that this shouldn't be considered in your review.
2) Cover works fine. Check Demo 5. You have issues in setting up. My support is open via Discord or email.
3) blaze.isAttacking is for actual attack, yes. That's what you asked. If you want to check the state you do: blaze.state and the state will get returned, one of which will be BlazeAI.State.attack - which means the AI is in attack state. There's a difference between being in attack state and actually attacking. The AI can be in attack state but isn't attacking yet. Again, all is mentioned in the docs if you're willing to read it. I never said the AI goes from alert to normal to attack. I said when there are no enemies the AI will, naturally, go from attack, to alert and then finally normal. Which is logical. There seems to be a misunderstanding here.
4) Blaze comes with distance culling, so you can shut down AIs that are far away. So you can have AIs as much as you want and only the ones that are near will be active.
There is nothing about surprised state in the docs because I find there's no need for it. When you enable it in the inspector it literally explains it to you through a dynamic header: "An optional & temporary state triggered when the AI spots a target while in normal state" - which means it'll get triggered when the AI sees an enemy when it's it in normal state, so it gets surprised for a time, and then moves on to attack state. As for it's behaviour workflow it's the same as all other behaviours.
As much as I want to love this asset, I found that it does not have proper support. So good luck, you are on your own. This is in contrast with other plugins that do have direct support and an active community. Been there done that - discord, email, etc. There are other solutions with a more active community that will help you to solve your NPC issues.
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パブリッシャーからの返信:
3 months ago に返信
Sorry to hear about your experience. I appreciate the feedback and will keep it in mind.
Do know that Blaze has documentation and video tutorials for all the general stuff.
Thank you.
Very quick setup. Docs is good. just wish there was demo like emerald boss fight demo. honestly wouldn't bother with any other ai/behaviour asset if that gets added
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パブリッシャーからの返信:
6 months ago に返信
Thank you for dropping your feedback. I'll see what I can do.
Enjoy Blaze!
I bought this system just to add to my AI systems (Emerald AI, Invector FSM, Enemy AI). Emerald AI has all the fancy integrations with NeoFPS, FPS Engine, and Invector, so I figured I probably wouldn't touch Blaze AI.
I was wrong! I've been using FPS Framework recently and having trouble getting Emerald AI to play nice. After a couple of hours, I finally got something working before discarding it.
Ended up testing out Blaze AI and sat down expecting it to take another hour or so to get it working. However, after 5 minutes of tweaking some code, FPS Framework and Blaze AI worked amazingly well together!
Blaze AI drops the extras like health systems. This makes it great as a modular AI system since most character controllers (like FPS Framework) have their own damage/health systems.
So for anyone looking at Blaze AI and need the AI, but can deal with changing a few lines of code or building your own health/damage system, get this asset. It's worth it.
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パブリッシャーからの返信:
7 months ago に返信
I'm very glad you like the asset! Thank you for dropping your feedback!
b
need to improve cover behaviour
7 months ago
bhaktigamestudio以前のバージョン 3.2.0 で
i did wrote in feature request, i dont know if new update solved that,
1) it would have been better if there is alternate option to assign cover point like waypoint. taking cover feature is buggy, its fine for default object like cube. but if cover object mesh is custom design like uneven shape, unlike perfect square, it doesnt work . the benefit to provide alternate option to assing cover point like way point is that you can manually put the cover area as the cover area is already pre-set its also more computational lighter. and you can assign cover area also behind the custom shapes and uneven shapes. this way asset will work on almost most the game not just simple walls but also behind tree branch. i had to remove all taking cover features from my final build. Emeral AI new update got this feature.
2) there is small weird bug, which comes out sometimes but not always, AI get freeze even when every call layers/tags and other layes/tags is set perfectly, like which AI to call when being attacked.
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パブリッシャーからの返信:
7 months ago に返信
Thank you for your feedback. I'll see to the cover feature you mentioned.
As for your second issue, you're using an old version of Blaze.
Edit: starting from version 3.4.2 the manual cover position feature has been added.
d
Very Modular Asset
8 months ago
dimitur_kolev2以前のバージョン 3.3.3 で
I'm honestly surprised this asset hasn't blown up, I got the basics for a rootmotion AI set up in like a day, which is crazy!
It works well so far and whatever features you need, you can easily modify/extend it to your needs or contact the developer on Discord.
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パブリッシャーからの返信:
8 months ago に返信
I'm very glad you like the asset and thank you for dropping your feedback!
Best of luck to you!
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