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Category Archive for: ‘UnitySteer’

UnitySteer 3 progress, breaking changes, and a quick demo

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Last week saw some significant changes on the UnitySteer 3.0 development branch.  The main ones are all breaking changes from 2.x: AllowedMovementAxes replaces IsPlanar and lets us lock down movement to any axis, instead of just the Y. SteerForWander is no longer framerate-dependent. This means that the wander smoothing had to be applied in a different manner (it’s currently interpreted …

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UnitySteer – immediate plans and upcoming changes

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If you have been following the latest UnitySteer changes,  you probably noticed that I have already implemented the acceleration smoothing changes I mentioned on my last post.  The move from a simple acceleration smoothing to acceleration and deceleration rates is a major change, and will be a breaking change on vehicle behaviors. I’ve concluded that the best way to handle …

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UnitySteer acceleration smoothing changes

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UnitySteer currently has an acceleration smooth rate parameter on TickedVehicle. It’s used to indicate the percentage of the velocity that is actually applied every frame to the current smoothed acceleration. There’s two major issues with this: It’s framerate dependent, making vehicle behavior effectively non-deterministic. It makes it impossible to describe acceleration in the terms that people are used to thinking …

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Massive Unity interactive installation – preview

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Quick preview of a massive interactive installation we built using Unity and multiple Kinects.

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Possible UnitySteer gotchas

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I was pursuing a UnitySteer issue last week using a sample project provided by Martin Haeusler, and it made me realize that since we have no unified tutorial anywhere, there are some UnitySteer assumptions that might escape new users.   Since I haven’t yet had time to sit down and write a full tutorial – too crazy busy with work – …

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SteerForSphericalObstacleRepulsion facepalm

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Been having trouble with spherical obstacle avoidance? This is likely why.

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UnitySteer 2.7 released

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The latest UnitySteer release contains some major changes, particularly relating to SteerForNeighbor subclasses and vehicle mass to improve performance and simplify the code. I’ve been testing these changes on develop for a while and while they are stable and significantly improve performance, I was somewhat hesitant on releasing them onto master because of how much they potentially change the behavior. …

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UnitySteer 2.6 released

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You can now find UnitySteer 2.6 on Github. The main change from the just-released UnitySteer 2.5.1 is how vehicle acceleration is smoothed. Since this is could have implications on how already-created agents behave, I’m releasing it independently from 2.5.1 so that users can have an option between just getting the smaller fixes or the latest version. While the vehicles were …

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UnitySteer 2.5.1 released

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I have just pushed to Github UnitySteer 2.5.1, an update to our OpenSteer descendent for the Unity game engine. This is a minor release which nonetheless contains some important fixes. The main changes are: Fixed a bug on Vector3Pathway when configuring cyclical paths Exposed a radar method so that the owner vehicle (or other classes) can force it to update …

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UnitySteer and pedestrian simulations

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A question that gets frequently asked is if UnitySteer can be used to implement pedestrian behavior. It can, since UnitySteer provides behaviors for agents to route around each other and obstacles, as well as towards objectives or paths, but what that misses is that there is a lot more logic to pedestrians than just how to get from point A …

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