How to use Enemies AI
Last updated
Last updated
1- Create a JU Character in Simple Setup
2- Turn on IsAI option and set tag to Enemy(or any other tag that is not "Player")
3- Add a JU Health component and JU Inventory
Your JU Character is now an NPC who can die and also keep items.
To be able to deal damage by punches, make the Hitbox setup:
Adjust the size of the hit boxes the way that best fits your character
The Zombie AI component makes the character walk to a destination or a Waypoint, follow the player and attack him with punches. Your character doesn't necessarily have to be a zombie, you can use this script to make an aggressive NPC for example.
As you can see in the GIF above, it only takes 3 clicks to setup a zombie enemy.
You can also adjust the parameters below to better adapt to what you want
Default AI Class Parameters | Description |
---|---|
Destination | Destination |
Waypoint Path | Waypoint Path |
Distance To Finish One Point | Distance to go to next waypoint/path index |
Check Nearest Point On Part | Checks the nearest point on the waypoint/path and prevents the AI from going back to a previous Waypoint |
On Start Path [Unity Event] | Event called when AI start path |
On Following Path [Unity Event] | Event called when AI walk along the path |
On Ended [Unity Event] | Event called when AI reaches the end |
Zombie AI Parameters | Description |
---|---|
Target Tags | Filter targets by tags |
Field Of View | AI field of view, it is by this sensor that will detect targets |
Sensor Layer Mask | Layer Mask of Field of View |
Start Running At Distance | Runs when the target is greater than this distance |
Attack At Distance | Attack at distance |
Aim Up Offset | Target direction height |
Look At Target Speed | Look at rotation speed |
Min Time To Attack | Min Time To Attack |
Max Time To Attack | Max Time To Attack |
On Follow Waypoint [Unity Event] | Event called when AI follow a WAYPOINT path |
On Follow AI Path [Unity Event] | Event called when AI follow a NAVMESH path |
On See Target [Unity Event] | Event called when AI sees a target |
On Stop Seeing Target [Unity Event] | Event called when AI stop seeing a target |
Patrol AI's parameters are similar to Zombie AI's, so you can use the parameters above to configure Patrol AI in the same way.
The Patrol AI has an extremely similar setup to the Zombie AI, with the difference that it adds a Inventory and an Item Switch Manager. You can add a weapon normally and the AI will start using it, and in the Item Switch Manager you can set the ID of the item it will equip by default.
You can create a Waypoint Path and assign it to the Patrol AI, and you will have a Patrol Enemy: