Emerald AI 3.0

Attention: If you about to purchase Emerald AI 3.0, consider Emerald AI 2024 (which is the successor to Emerald AI 3.0).


Fully supports Unity 2019.4+, Unity 2020+, Unity 2021+, and Unity 2022+!


For URP or HDRP support, users simply need to convert materials to the desried Render Pipeline.


Emerald AI, the ultimate universal AAA quality AI solution for animal AI, shooter AI, RPG AI, NPCs, and more!


Emerald AI allows developers to quickly create engaging dynamic AI with 100's of AAA quality features, all without having to write a single line of code! Emerald AI's editor is designed to make creating AI easy, yet incredibly customizable. Emerald caters to all kinds of developers and offers everything users would expect from an all-in-one AI system.


Emerald AI's Setup Manager allows users to create AI in just seconds. Emerald AI includes 13 example scenes, well documented code, and a self-documented editor allowing for a low learning curve. Emerald's documentation, tutorials, scripting reference, and support are all accessible right from within the editor.


Demo | Documentation | API | Forum | Tutorials | Integration Tutorials


- NEW! Sound Detection -

The Sound Detector is an external component that gives AI the ability to hear unseen targets. When player targets enter an AI's Detection Radius, their movement and velocity are tracked to simulate noise levels. If a player is moving fast enough, it will increase an AI's Threat Amount which will trigger a list of modular user set reactions. See the Emerald AI Wiki Sound Detection Section for more info on this feature.


- Location Based Damage -

Location Based Damage allows colliders within an AI to receive damage and have customizable damage multipliers, such as headshot doing more damage than hits to limbs.


- Create Any AI -

Create any kind of AI such as AI with guns, bosses, guards, villagers, thieves, bandits, creatures, animals, wildlife, zombies, companions, hovering robots, and more.


- Built-in Combat Text System -

The (optional) Combat Text System works globally for all AI and can even be called for custom character controllers and their damage with just 1 line of code. The Player's Damage Text Color, Player's Take Damage Text Color, Player's Critical Hit Text Color, AI's Damage Text Color, AI's Critical Hit Text Color, and an AI's Healing Text Color can all be customized through the Combat Text Manager. In addition to text color, all text animation, size, and font can all be customized with various included presets.


- Root Motion Support -

Root Motion supported allowing an AI's movement to be driven by their animations.


- Modular Abilities -

The Modular Abilities system allows users to create abilities through scriptable objects. These abilities can then be applied to an AI's ability list giving them added functionality such as healing and summoning other AI. Projectiles and spells can also be created with this system allowing for nearly any kind of weapon to be created. Every Ability Object allows users to customize the sounds, particle effects, timers, and other settings. Each abilities category has 3 options for picking abilities; Odds, Random, and Order giving AI a wide range of combat styles.


- Switchable Ranged and Melee Combat -

Allow AI to switch between ranged and melee combat according to the distance from an AI's target or by time. Users can customize these settings to best suit their AI.


- Animation Profiles -

Animation Profiles allow for users to quickly export and import animations between AI that share the same rigging and animations. This improves the workflow so users no longer have to manually enter animations if they have many AI that share animations. The best part of this feature is that it's multi-object supported!


- Included Needs System -

The needs system allows an AI to generate waypoints to objects such as food, water, and other resources. An AI will dynamically wander until it's low on resources. When this happens, the AI will search nearby for objects that match its resources layer and begin to replenish its resources upon arrival. When they are full, it will dynamically wander again.


- Setup Manager -

The Setup Manager makes the AI setup process easy by applying all needed scripts and components to an animated model.


- Built-In Look At and Aiming Mechanics -

The optional Look At feature allows humanoid AI the option to look at their targets or a nearby player while using their current animation. This feature is usable during combat and is also usable while the AI is wandering or walking to a destination. The weight and intensity of the head look and body look can be customized. This feature also allows ranged AI to aim their weapons towards their targets, even if their target is above or below them.


- Behaviors and Temperament -

There are 5 preset behaviors each with 3 temperaments to give you control over how your AI dynamically reacts to targets. Companion and Pet behaviors are also possible allowing AI to follow players around to assist them in combat.


- Line of Sight -

The Line of Sight feature allows AI to only attack or flee from targets that are visible from the AI's line of sight. This also keeps AI from being able to detect targets through walls or objects. However, an option is also available to not use the line of sight feature, for those who want more of a casual RPG target detection.


- Blocking Support -

The optional Blocking option allows an AI to block incoming attacks. Users can control how much damage is mitigated with a successful block, the odds to block, and the angle to block. Users can also customize which blocking animations an AI uses.


- Built-in Aggro System -

The optional built-in aggro system allows users to specify how many hits will cause an AI to switch targets with the options to choose based off of the Closest Attacker, Last Attacker, and Random Attacker.


- Built-in UI -

A built-in UI system allows AI to have health bars, display an AI's name and level, and combat text. The settings allow users to customize the color, images, size, and position. The UI system will automatically apply your settings and rotate towards your player's camera as needed.


- Built-in Ranged Combat -

The ranged combat system allows AI the ability to engage in ranged combat. AI will fight according to what Ability Objects they are currently using. Guns, lasers, Sci-Fi weapons, rocket launchers, bow and arrows, spells and magic, and more are all possible.


- Built-in Waypoint System -

The Waypoint System allows users to set a series of waypoints for an AI to follow/patrol. AI will still react to targets using their behaviors while following their waypoint paths and continue to follow them after their target has been killed or escaped. Waypoints can be set, added, manipulated, and cleared all from within the Emerald AI Editor using custom handles and icons.


- Built-in Object Pooling -

All objects created with Emerald AI are created from an object pool so objects are recycled and not instantiated. The object pool can automatically expand when needed and can be used for custom code.


- Built-in Events -

Emerald AI has 15 events for added functionality. These events include On Start, On Enable, On Reach Destination, On Player Detection, On Start Combat, On Attack, On Damaged, On Do Damage, On Heal, On Critical Hit, On Flee, On Death and more. Events can be used to call custom code or Emerald AI's own API.


- Built-in Slope Alignment -

The optional Alignment feature will align AI to the slope angles of the terrain and other surfaces. Users can specify the speed and maximum angle amounts.


- Included Camera Shake System -

Emerald AI includes a camera shake system that's usable with a single line of code to really feel the hits of enemies, critical hits, and any other events you may have. The intensity and duration of the shake are both adjustable.


- Ragdoll Support -

Emerald AI supports ragdolls and can seamlessly transition between an AI's current animation and their ragdoll on death.


- Auto Optimization System -

Optional feature to disable the AI system for AI that are not visible to the camera or that are culled to increase performance.


- Powerful Easy to Use Editor -

Create complex AI with Emerald AI's easy to use, self-documented editor. Everything is explained right from within the editor.


- API and Documentation -

Well documented code with tons of API for advanced users. Emerald includes 19 examples scenes each demonstrating a different feature or capability. Scripting Reference site that shows and explains all of Emerald's usable API. Emerald's documentation covers every feature that you may want to use. The documentation is accessible right from within the Emerald Editor.


- Animations -

Emerald AI supports nearly 100 animations an AI can use, allows users to change an AI's animations right from within the editor, and will automatically create and update an AI's Animator Controller. Each animation has its own animation speed control. Emerald's Animation Events allow for perfectly timed attacks and added functionality.


- 3rd Party Integration and Other Support -

- Supports PuppetMaster

- Supports Final IK

- Supports Crux - Procedural AI Spawner

- Supports VR devices such as Oculus Rift and HTC Vive.

- Supports LoveHate

- Supports Quest Machine

- Supports Dialogue System

- Supports (STP) Survival Template PRO

- UFPS (Tutorial covered in Documentation/Docs)

- Invector 3rd Person Controller (Tutorial covered in Docs)

- RFPS (Tutorial covered in Docs)

- Game Kit Controller (Tutorial covered in Docs

- NeoFPS (Tutorial covered in Docs)

- Horror FPS Kit (Tutorial covered in Docs)


Assets from demo videos are not included

Release Notes

3.2.1

Unity 2019.4 or higher is required for this update. It is recommended that users backup their project before updating.

  • Added support for PuppetMaster that allows AI to be knocked down with ragdoll physics and get back up. Please follow the PuppetMaster Support section of the Emerald AI Wiki here: https://github.com/Black-Horizon-Studios/Emerald-AI/wiki/PuppetMaster-Integration-Tutorial#puppetmaster-integration-tutorial
  • Improved the Location Based Damage component so it works with PuppetMaster.
  • Updated the Bug Report link (Located under the Docs of the Emerald AI Editor) to the Emerald AI Wiki "Issues" section. This will allow for improved bug reporting and tracking.
  • Fixed the Customer Support link (Located under the Docs of the Emerald AI Editor) as the website name has been updated.
  • Fixed a bug that allowed Non-Combat AI to chase an attacker.

3.2.0

Unity 2019.4 or higher is required for this update. It is recommended that users backup their project before updating.

  • Added Sound Detection features. For a detailed break down of this, see the Sound Detector Section of the Emerald AI Wiki.
  • Added 4 new example scenes. Three that showcase the new Sound Detection features and one that shows the improvements made to close waypoint movement.
  • Added a custom solution for movement turning instead of relying on the Unity NavMesh agent's angularSpeed. The default values are slightly faster than the previous default values, but this custom solution allows for much quicker and reliable. For those who need it, the values can be increased even higher to closely follow paths and waypoints.
  • Added a simple top down character controller for further demonstrating player and AI interaction.
  • Fixed a bug that didn't properly remove a target from the AI's Line of Sight targets list if it wasn't within the AI's detection radius.
  • Fixed a bug that didn't allow an AI's Debug Tool current target line to draw properly when using the Ranged Weapon Type.
  • Fixed a bug that didn't allow AI using Location Based Damage to reset properly after being killed and reused.
  • Fixed a bug that didn't create a droppable weapon, when an AI died, more than once.
  • Fixed a bug that left an AI's holstered weapon disabled when an AI was reset.
  • Improved the way AI follow waypoints allowing them to better follow their paths and points. This improvement can be seen even more by increasing the movement turn speeds values.
  • Improved the EmeraldAIPlayerDamage so the create the combat text position comes from the Target Position Modifier position instead of the base of the player's transform, given that there is a Target Position Modifier attached.
  • Renamed MovingTurningSpeedNonCombat to MovingTurnSpeedNonCombat.
  • Renamed MovingTurningSpeedCombat to MovingTurnSpeedCombat.
  • Note: If you want the Reaction Object examples without importing all the demo files, you can just import the Emerald AI>Demo>Demo Source>Example Reactions folder.

3.1.5.2

  • Fixed a bug that could stop an AI from dealing damage to a player if the player attacks an AI before it was detected.
  • Added a button to the Location Based Damage editor that takes the user to the Location Based Damage tutorial.

3.1.5.1

  • Fixed a miscalculation in the runtime Target Position Modifier code.

3.1.5

  • Improved the Target Position Modifier script to allow a character controller's collider to be used for positioning (with still allowing for a height offset). This allows for the hit point to reposition during runtime if a player crouches and the collider changes size.
  • Improved the way line of sight detects targets (both detected and undetected) by using the collider's bounds.
  • Improved some code in the SearchForTarget function.
  • Improved the way the movement blend trees use their movement turning animations so they're more likely to play during movement turns. This is especially noticeable for quadruped models with turning animations.
  • An option called Movement Turning Sensitivity has been added to AI's Settings>Movement>Turning Settings to adjust the above option. A value of 1 was the original amount and the new default is a value of 2.
  • Fixed a bug that could cause some character controllers to not reliably be detected.
  • Fixed a bug that wouldn't properly apply some ranged animations to an AI that was using the Both Weapon Types option.
  • Fixed a bug that could allow an AI to rotate towards non-combat position while playing an Emote Animation.
  • Fixed a bug that caused an error when killing an AI that hadn't yet detected a target.
  • Fixed a bug that allowed a hit effect to spawn on both the default hit position and the impact effect position when using Location Based Damage (This should only be played once from the impact effect position).

3.1.0

Changes to Emerald AI's folder Structure


Important - This only applies to users updating from a version priror to version 3.1.0.

First of all, it is highly recommended that users backup their projects before updating. This update improves the folder structure of Emerald AI, has new demo scenes and demo objects, and improvements to Root Motion movement.


It is important that users regenerate their AI's Animator Controllers after importing the update. This update also brings improvements to the Animator Controller so users will need to regenerate them to have improved animation transitions. This can be done by pressing the Regenerate button within the Animation tab of the Emerald AI Editor.


For users who do not care about removing the previous Emerald AI assets (or who can't), you can import the 3.1 update without any issues. This will just mean that users will have both demo sources.


(For users who want to remove the previous demo objects)

If users feel comfortable, and have backed up their projects, they should be able to remove everything within the Emerald AI folder (Not the Emerald AI folder itself) to avoid having the previous demo objects take up unneeded space. Be aware of any files you have created within the Emerald AI folder and to not delete them. If you have custom faction data, ensure you backup your Faction Data asset before updating or removing the previous version. After all this has been done, users can import version 3.1 of Emerald AI. Once again, use caution while doing this and only do this if you do not want the previous demo objects in your project, and that you have a backup of your project.


3.1.0 Release Notes

  • Removed all previous demo scenes and files and replaced them with new Emerald AI demos and new models with root motion animations to better showcase Emerald AI's features and capabilities.
  • Completely restructured all demo files so they no longer have to be imported and so the folder structure is cleaner. While it's highly recommended users include the demo files and scenes, the Demo folder can now be excluding when initially importing Emerald AI.
  • Some previous unused scripts were removed.
  • Added new AI prefabs to help get users get started quicker.

Current Improvements

  • New Demos and demo models to better show Emerald AI's features and capabilities.
  • Big improvements to how Emerald AI's Root Motion is calculated which allows for much smoother transitions, more fluid movement, and stopping quicker. This is showcased in the new Emerald AI demos.
  • Allowed the WalkFootstepSound and RunFootstepSound to play when called from stationary turn animations so footstep sounds could be played while turning.
  • Added new AI prefabs to help get users get started quicker.
  • Added Force Walk Distance to the Emerald AI Editor (located under AI's Settings>Combat>Damage Settings) that allows users control the distance in which an AI will start walking instead of running as it approaches its target. This setting can also be set to 0 if users would like this feature disabled.

Current Fixes

  • Fixed a bug that allowed AI using Line of Sight to sometimes detect targets through the floors and walls both on the first time detecting a target and after kill one.
  • Fixed various bugs related to companion AI.
  • Fixed a bug that caused some EmeraldAIProjectiles script to not properly set the added sphere collider to (0,0,0) which resulted in incorrect projectile collisions.
  • Fixed a bug that caused foot sliding when using run animations.
  • Fixed a bug that could allow some AI to get stuck in a loop of their turning left and turning right animations.
  • Fixed a bug that sometimes allowed an AI to skip its second waypoint when using the Loop or Reverse Waypoint Types.
  • Fixed a bug that didn't allow an AI's Stopping Distance to be set to its Attack Distance when getting a target while in the process of reversing its waypoints.
  • Fixed a few warning messages from some of Emerald AI's scripts.
  • Stopped allowing warning messages to be displayed for setting up a faction and melee attacks/ranged abilities when using a non-combat Passive AI.
  • Added a check to ensure the file path of an Animator Controller exists before regenerating an Animator Controller (When pressing the Regenerate Animator Controller button). This previously lead to a lost reference to the AI's Animator Controller. Instead, this notifies users to just clear the Animator Controller and create a new one which will fix the missing reference and update the Animator Controller.

Emerald AI 3.0 is a large updated version to Emerald AI 2.0. For a list of all changes, improvements, and new features, the Release Notes can be found here: All Emerald AI 3.0 Release Notes


For users who are upgrading from Emerald AI version 2.0, it is recommended that projects are backed up before updating to version 3.0. The upgrading process is simple and compatible coming from version 2.0. An upgrade guide can be found here: Emerald AI 3.0 Upgrade Guide

Basic Information
Latest Version
3.2.1 (01 Dec 2022)
Publisher
Black Horizon Studios
Category
Scripting/AI
Size
443.0 MB
Price
free
Asset Rating
(66)
Extended Information
Unity Versions
2019.4.40
Render Pipelines
BIRP
State
deprecated