#Designer-friendly ECS AI

1 messages · Page 1 of 1 (latest)

silver silo
#

Does anyone have recommendations for AI solutions that are designer-friendly (= highly configurable in the editor without programming knowledge) and that integrate well with ECS?

I'm especially looking for implementations that allow non-programmer designers to author quasi-scripted behaviors (like HTNs or BT sequences), so Utility AI and GOAP are lower on my list.

twin oxide
#

This was actually extremely beneficial for this library as I got so much feedback from designers

#

But yeah this isn't an Ai solution, just the tools to make one yourself. You can implement pretty much any logic in this package, in theory you could visual code your whole game but it'd be a dumb idea - it's not designed for that.

opaque thistle
silver silo
#

thanks, these look pretty interesting!

lavish cedar
#

I'm assuming you are referring to only the decision making part of AI. As typically AI is made up of multiple different systems. First thing that comes to mind that I've seen is https://assetstore.unity.com/packages/tools/visual-scripting/behavior-designer-pro-dots-powered-behavior-trees-298743

Get the Behavior Designer Pro - DOTS Powered Behavior Trees package from Opsive and speed up your game development process. Find this & other Visual Scripting options on the Unity Asset Store.

silver silo
silver silo
#

and lattice looks really cool as well but unfortunately doesn't support AOT which i need

lavish cedar
#

I would probably look at something like Grove then where you can build your own components that the designers can just rearrange to their liking.

lavish cedar
silver silo
#

got usage down to a pretty neat system, the graph reads and writes component types directly and the types' stable type hashes get baked into the graph blob asset, then at runtime i construct per-graph queries and dependencies; to expose a component to the graph all you need is one stub node class definition (this is a limitation of the current graph toolkit version but i think they're working on lifting that limitation)

#

the graph toolkit is unfortunately still pretty buggy, lots of cases where i'm editing a graph and it just throws an exception somewhere from the internals and doesn't do what i want it to

twin oxide
#

yep, it's way buggy but more problematically, very limited in its capabilities

#

i was excited to swap my graph package over to it but unfortunately haven't been

#

great looking little system though

silver silo
#

apparently they also embedded the graph toolkit into the editor in 6.4 so no more patching for that