Articles

UnitySteer 3.0 RC2

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UnitySteer 3.0 RC 2 is out on Github. UnitySteer is a toolkit to help build steering behaviors for autonomous agents in Unity. Initially based on OpenSteer, UnitySteer has been significantly reworked since it was first translated – the concepts and some of the code remain the same, but it follows a more Unity-like component-oriented philosophy. Release Candidate means I don’t …

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UnitySteer 3.0 beta 5

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UnitySteer 3.0 beta 5 is out on Github. There’s only one major breaking change on this release: we now have Min/Max range parameters on the SteerForNeighbors subclasses (currently Separation, Alignment and Cohesion). We previously had a single range for all neighbor behaviors at the SteerForNeighborGroup – which still exist and will act as a global filter when detecting neighbors – …

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UnitySteer 3.0 beta 4

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UnitySteer 3 beta 4 is out on Github. There are several improvements on this release, including an improved avoidance handling on SteerForSphericalObstacles, but I want to focus this post on a major breaking change from 2.x. I have removed all scaled values from DetectableObject. Now, this is a big issue. It will affect how your vehicles and obstacles are detected …

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UnitySteer 3.0 beta 3

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UnitySteer 3.0 beta 3 is out on Github, and we’re getting close to the final version! This is mostly a clean up release, but it contains a major bugfix on vehicle detection that could have a negative performance impact on scenes dealing with a lot of agents. I’ve also gotten a report of a NullReferenceException on DetectableObject when testing the …

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UnitySteer 3.0 beta 2

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I’ve released UnitySteer 3.0 beta 2 to GitHub. It included some major bugfixes for neighbor-oriented vehicles, as well as significant improvements, so I strongly recommend you upgrade to it.  Since we’re steadily moving towards release, I’ve also made the development branch the default one, to simplify users keeping up to date. In parallel, I’ve also been making some step-by-step UnitySteer examples, …

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UnitySteer 3.0 beta 1

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Things have been progressing so rapidly on the UnitySteer front that I have barely had any time to post about it.  There have been many changes since Alpha 2, but since the API is stabilizing I’ve decided to release a new version onto master and christen it Beta 1.   I’d normally recommend that you’d use a stable 2.x branch …

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Unity profiler overhead

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When profiling a large scene (4000 autonomous agents simultaneously active) I ran into an odd situation: the Unity profiler reported that about 55% of my frame time was being spent on “Overhead”. The profiler documentation had no explanation of what this overhead accounted for. Asking around, I got multiple definitions, ranging from it being the cost of running the profiler …

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UnitySteer spherical obstacle avoidance tips

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I’ve been getting some questions regarding the optimal settings for doing spherical obstacle avoidance with UnitySteer. It’s difficult question to answer, since there is no particular set of values that will solve all cases. It’ll be easier to understand why if you look at all the components involved. To do spherical obstacle avoidance, you’ll need at least: One or more …

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Unreal Engine 4 vs. Unity – a quick overview

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Introduction I spent some time this last week playing with Unreal Engine 4, evaluating how switching to it would change my workflow and experiencing first hand what the pros/cons were. Below are a few collected thoughts for Unity developers thinking about making the move. For background, I started dabbling with Unity on 2.0 and made the jump on Unity 2.1, …

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Upgrading Hairy Tales to UnitySteer 3

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Last week I decided to upgrade Hairy Tales to the UnitySteer 3.0 alpha 1 and document the process, since dogfooding is a practice I like to encourage. Below are the changes I had to make. Hairy Tales was using a 1-year-old version of UnitySteer and movement in the game depends on timing, so you could consider this a sort of …

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