Civil-AI-System is created to make complex behavior for NPCS as frictionless as possible which allows for quick iteration. With an easy and deep system, anyone can develop complex behaviors with no coding needed.
-Latest version – 0.6.1
Render pipeline compatibility:
The Built-in Render Pipeline is Unity’s default render pipeline. It is a general-purpose render pipeline that has limited options for customization. The Universal Render Pipeline (URP) is a Scriptable Render Pipeline that is quick and easy to customize and lets you create optimized graphics across a wide range of platforms. The High Definition Render Pipeline (HDRP) is a Scriptable Render Pipeline that lets you create cutting-edge, high-fidelity graphics on high-end platforms.
Additional compatibility information:
This package will work with all render pipelines however the demo scenes are only set up with URP. If you have any questions on the version of Unity feel free to reach out and we will do our best to answer or you can check the wiki page about backward compatibility
Description:
Overview:
CIVIL-AI-SYSTEM is a tool designed to make adding complex behavior for AI entities as frictionless as possible and allow for quick iteration improving development speed. This system was designed for RPG and city-building settings but could be used in a host of other settings. With an easy-to-learn but in-depth Job System, any user will be able to develop complex behaviors quickly and breathe life into your scenes.
More About CIVIL-AI-SYSTEM:
- Design your AI flows as you would break down a role in real-life
- Create your NPC flows using similar terminology as you would in real life. Unlike traditional finite state machines, where developers translate actions into a technical setup, the CIVIL-AI-SYSTEM sections break down into easy-to-understand and logical groups.
- Developers use these groups to build complex behaviors, reducing headaches and confusion.
- This approach allows developers to focus on building behaviors rather than setting up systems to achieve them.
Detailed Need System:
Design and define the needs of your NPCs within your worlds, do they need sleep, food, to socialize, or whatever else you want to add? State ways they can fulfill those needs and step back and watch. Within CIVIL-AI-SYSTEM you will see the NPCs doing their normal day-to-day tasks interrupted realistically by needs they have to fulfil. This brings more layers to them and makes your world more convincing and realistic.
No Need to Know How to Code:
Simply add the product to your project and use the built-in menus and flowchart editor to design and create your behaviors. You can achieve everything needed to make complex behaviors with drag and drop. Any problems, reach out on Discord or check out the Wiki for help.
Bring life into your Game Worlds:
Quickly and effortlessly bring movement and dynamism into your world with an easy-to-setup system with layers of depth. Create complex bustling Ports or even a Hermit up in the mountains, this system can cover all civil manners. No need to work out how many people would be a realistic amount, CIVIL-AI-SYSTEM populates the world based on places to live and jobs that exist meaning the number of people lines up with the world space.
Speed and Iteration:
Remove the pain of handwriting unique behaviors for your NPCs. Use the built-in Node Editor to quickly map out and design your behaviors and watch them fold out in real-time with ease in the editor.
Depth of Actions:
This straightforward system is designed to cover as many cases as possible in creating behaviors for civil settings, including shopkeepers, trading caverns, or builders.
Designed with Additions in Mind:
Developed with the idea of allowing for the growth of the product both from an official and personal capacity. The system allows for easily defined edges of systems making it easy to understand what each component is responsible for and how to add in more bespoke behaviors. The Wiki also has the addition of step-by-step guides for switching out sections of the system.
Built In Integrations:
Built-in plug-and-play support for ‘A* Pathfinding Project’ and ‘Agents Navigation’ simply import and select within settings to get going, no need for code changes or edits. Support is also coming for more tools and products in the future.
Robustness and Support:
Implemented with modern practices and with the main goal of providing ease of use and reliability to your project’s developments. Automated testing to make sure functionality works and will always work as intended with each release. We have implemented professional support and feature request channels that provide you with access and visibility of upcoming changes and ongoing support issues. We have also implemented graceful failing with logging, ensuring that if something goes wrong, you will have a reference to which NPC had the issue, along with details on the section that failed.
Possible Use Cases:
- RPG Game Worlds
- Simulations
- City Builders
Features:
- Easy to setup (Automatic setup buttons)
- Quick to pick up Designer with lots of depth
- Fast iteration and design of day-to-day tasks
- Style your NPCs based on Jobs and Regions
- Increase performance by using regions to group NPC’s
- The documentation linked throughout the Developer tools within Unity itself
- The Animation System is ready to go.
- Mounting System included for allowing the use of transportation (Supports waiting for others)
- Designed to fail quietly (It will log errors in the console but will continue running).
- The Pause Feature allows for the easy addition of Dialogue Systems
- Deep Control overflow system with a powerful Iterator System with a range of modes
- Need a System that allows for defining importance and how to fulfill them
- Powerful Ownership System which facilitates more complex behaviors
- Weighting System giving more fine control over behaviors
- Room System allows for more believable and reusable spaces
- Item Iteractor System allowing for conditional situations
- Prepopulate your world in the editor automatically with a click of a button
Support:
- An updated and supported Wiki
- Monitored Support and Feature Request Channels
- Discord Channel for news, info, and help
- Example Scenes with more to come
- Numerous training videos
- Automation of Setup of Scenes
- Documented methods for changing out systems for your own (Navigation, interactions, etc.)
- Automated test coverage to give peace of mind with updates
- We took the feedback on board and utilized it to shape features.
FAQ:
What AI implantation is this?
CIVIL-AI-SYSTEM is a unique spin on a few different pre-existing AI solutions used in AAA games. The main focus is empowering anyone to make day-to-day AI behaviors that believably bring your worlds and scenes to life quickly.
Is this just GOAP?
No, it is not! We get this a lot, this system does share some similarities with it and does borrow some ideas but this is not true GOAP. This has its ideas and processes along with other tooling to help you develop your worlds quickly (think auto-population for example)
Does this cover combat?
- The developers do not plan to incorporate any form of combat into the CIVIL-AI-SYSTEM. The idea of this product is to enable users to effortlessly give depth to their characters in the world.
- Integrating numerous methods and products from the Asset Store with this system to handle combat should be no hassle, thanks to the system’s modular design.
- With a built-in pause feature and a single point of entry for calling the logic of the CIVIL-AI-SYSTEM, users can easily enable and disable it at runtime with ease.
Can I have custom animations?
Yes, it fully supports actions having their animations! The Animation Controller overwrites the ‘Dynamic’ field for each lowest level condition, providing a reference to an Animation Clip. The Animation Clip plays for the duration of the action being performed.
What Support can I expect while using the product?
This product offers active Discord and email support. If you are UK-based (GMT), please be aware that responses may experience some delays depending on the time. However, the support team typically addresses most problems and questions within a few hours.
Is someone actively updating this package, or is it considered finished?
This product is in active development and is planned to offer more than what is currently for no extra fee. No code-breaking changes are planned and if needed will be documented on how to upgrade and retain as much information as possible and will only be done as a last resort. With updates, there is a Release Candidate Process which involves manual testing as well as automated testing to provide the best quality possible.
Can I have NPC pick up the items?
Yes, you can! The system allows users to set items in use, pick them up (place them on the NPC at a chosen transform), spawn them in, replace them, and enable interactions with one item that can, in turn, activate another, with plans to add more features in the future.
Can I easily add/change other systems to this?
This is a definite yes! Tons of people have already used this tool with many different systems, from navigation to other AI solutions! Designing a Civil AI System with modern principles involves ensuring that systems have a single responsibility, are owned by one entity, and make the connection process easy..
Disclaimer:
Please note that we intend these files for learning purposes or as a trial before purchasing the full commercial version. Using these assets for commercial purposes without proper licensing is strictly prohibited.
Check Unity Asset Store for more info: https://assetstore.unity.com/packages/tools/behavior-ai/civil-ai-system-231069
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