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Category Archive for: ‘UnitySteer’

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Mok Mok 1

One of the great things about releasing a project as open source is that it can go on to take forms you never expected. I just found out today that my own UnitySteer powers the creatures on the upcoming Mok Mok: You can learn more about it on their site, or by following @samim.

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Posted on: 12-12-2012
Posted in: Unity, UnitySteer

UnitySteer: Updates to spherical obstacle avoidance 7

A couple of days ago I merged the latest UnitySteer development changes into the master branch and tagged them as v2.5b3. The main change to be aware of is that I’m marking SteerForSphericalObstacleAvoidance as Obsolete. I wasn’t very happy with its limitations, and while it works decently enough when the obstacles are not too tightly …

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Posted on: 07-3-2012
Posted in: UnitySteer

UnitySteer optimization, mobile profiling 6

Four days ago user GamesFoundry started a thread about garbage collection on the Unity forums, showcasing some packages that were doing excessive allocation on his tests. One of the ones he mentioned was UnitySteer. Even if the package being tested was an old one, it got me looking into where I could optimize UnitySteer‘s memory …

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Posted on: 06-25-2012
Posted in: iPhone, UnitySteer

Quick SteerToFollow example 6

Someone asked on the Unity forums how to implement a follow behavior. Here’s a quick example to go with my reply about a trivial implementation, where the cubes are all followers and the sphere only has a SteerForWander behavior.

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Posted on: 04-13-2012
Posted in: UnitySteer

UnitySteer – AutonomousVehicles and Bipeds 2

About a year ago I commented on the in-development UnitySteer changes, particularly as to how they affected the interpretation of the Velocity vector. I’d initially done that work directly on the AutonomousVehicle class, but changing how the speed and velocity are treated would have broken any implementations depending on the previous approach, like Boids. I …

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Posted on: 04-2-2012
Posted in: Unity, UnitySteer

UnitySteer: On radars and the transform hierarchy 0

Another brief note on radars, on something I noticed wasn’t well documented while debugging my RVO implementation. Currently when a radar detects a collider in the layers where it is expected to look, it then goes up the transform hierarchy and tracks all DetectableObject components in the tree. This means that if for some reason …

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Posted on: 08-15-2011
Posted in: UnitySteer

UnitySteer: Radar changes 0

A couple small changes this week on the UnitySteer experimental branch: Radars no longer need to be attached to a vehicle. Much like the Speedometer, radars have uses outside of vehicles, so there’s no need to force it to require a vehicle on the same agent. I’m actually using them for a stationary in our …

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Posted on: 08-8-2011
Posted in: Unity, UnitySteer

UnitySteer: Measuring speed 1

I’d been pursuing this issue on and off for a couple of weeks. In our game, there’s a particular case where I need some characters to wait for another one to be ready, and move no faster than him. But occasionally they seemed to forget that and just race past him, and it didn’t dawn …

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Posted on: 08-1-2011
Posted in: Tips, UnitySteer

UnitySteer 2.2 released 15

Releasing UnitySteer 2.2, with a host of improvements and bugfixes.

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Posted on: 05-2-2011
Posted in: UnitySteer

UnitySteer: How are you using it? 27

About a week ago I saw in Amsterdam a video of a pretty cool game (still unannounced) that Mike and Matt from M2H are building based on UnitySteer. While I’d heard they’d been working on it, I hadn’t seen it until now. This got me thinking that one of the few downsides to doing open …

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Posted on: 04-18-2011
Posted in: Unity, UnitySteer
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  • Dev Links: Brand New Colony | The Indie Game Magazine - Indie Game Reviews, Previews, News & Downloads on Hairy Tales post-mortem and history
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