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N
Just what I needed.
a month ago
NinjaPlayground基于上一个版本 3.4.16
After using Invector a great deal for humanoid characters and Emerald a little for NPC's and animals, I was hoping that this package would be better for my needs for non-humanoid characters. I was pleasantly surprised, which is why I'm writing this review now.
1. Much much easier and faster to setup a little spiderbot that I was creating. Simply have the animations I wanted to use in an animator controller (nothing attached), add the Blaze component, wire up a few things and my little droid was up and wandering around. Super easy.
2. Much easier to understand than Invector & Emerald. For some reason, the layout really helps make things easier to find what you want to do. And as I was hooking things up, saw places for more advanced features I could potentially use down the road.
3. About a dozen or so demo scenes which helped for reference. Had a question, and one of the demo scenes answered it for me. Hardly need documentation at all.
4. Didn't see any documentation for waypoints, but is easy enough to figure out. Add a number of waypoints and they show up in the scene view to move where needed.
5. On the surface it seemed a little simplistic, like maybe there would be alot you would want to do, but couldn't... but given that I DID NOT need to spend much time creating what I needed, it'd be easy to miss how complex this package could be. Out of the gate, Invector is much more in-depth & complicated (only humanoid characters).... but sometimes it's just not worth it.
OVERALL, I think Blaze AI is gonna be really helpful in setting up the rest of my little robots. Was originally going to do it from scratch so this saved me weeks worth of time.
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2
0
来自发布商的回复:
回复时间 a month ago
I'm very glad you like the asset!
Thank you very much for dropping your feedback and wishing you the best on your projects!
T
It's pretty neat
a month ago
ThatJamGuy基于上一个版本 3.4.13
Easy to use, well documented, modular, and I absolutely love that you don't need to set up all of the animations before you can create the AI, making it so much easier to work with them as you go.
As a previous customer of Emerald AI 3, this I'd say is a much better alternative at least for my needs, and It's still receiving updates. (And I believe I can trust this developer to improve the existing product instead of making a whole new one that I have to pay for again)
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1
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来自发布商的回复:
回复时间 a month ago
Thank you!
T
AI is simple
a month ago
TechoJigit基于上一个版本 3.4.15
Excellent asset. Source code is well written and easy to customize
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1
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来自发布商的回复:
回复时间 a month ago
Thank you very much for dropping your feedback! I'm glad you like the asset!
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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3
0
来自发布商的回复:
回复时间 3 months ago
Thank you very much! Appreciate your feedback!
l
It average for free game on Steam
3 months ago
lidoGames94基于上一个版本 3.4.4
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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0
3
来自发布商的回复:
回复时间 3 months ago
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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1
2
来自发布商的回复:
回复时间 5 months ago
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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3
0
来自发布商的回复:
回复时间 8 months ago
Thank you for dropping your feedback. I'll see what I can do.
Enjoy Blaze!
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