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Category Archive for: ‘UnitySteer’

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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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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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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UnitySteer 3.0 alpha 1

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UnitySteer 3.0.0-alpha-1 is now the master branch for UnitySteer on Github. I’ve realized that keeping 2.7 as the master might be confusing people who are catching up with the latest changes, since Github does not make it immediately evident that there is a development branch with more recent commits. Since things have stabilized on the UnitySteer front – at least …

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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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