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The Documentation section will cover everything you need to know regarding Emerald AI.

What is Emerald AI?

Emerald AI is an easy to use, all in one, AI system that creates dynamically wandering animals, predator and prey, enemies, NPCs, breedable animals, and more. With the behavior system, you choose if the AI is Cowardly, Passive, Hostile, or Defensive. With Emerald's easy to use Editor, it only takes few minutes to setup custom models. All AI using Emerald will have dynamically generated waypoints. These waypoints allow the AI to dynamically roam, hunt, form herds and packs, and graze all within their appropriate Radii. Emerald offers 100+ customizable options allowing you to create the perfect AI to suit your game's needs.

Getting Started

We recommend testing the demo scenes first. This will allow you to see Emerald AI in action. Once you have tested the demo scenes, you can start to tweak or adjust them settings to start to familiarize yourself with the Editor.


Testing out the Demo Scenes

If you'd like to see Emerald in action, you can test out the Demo Scenes we have provided.

Emerald offers the option to enable or disable animations while using Emerald. This is perfect for if you don't have proper fully animated characters, or if you are using cubes as place holders.

If you would like to become more familiar with the Emerald AI Editor, you can adjust various settings within the Editor to see the changes in the AI.


List of Included Emerald AI Examples

  • Animal Breeding Example – Demonstrates breedable animals, similar to MineCraft. Animals have 4 rarity types, Common, Uncommon, Rare, and Super Rare. A system is included that allows interaction with animals.
  • Defensive AI Example - Demonstrates defensive AI that will attack enemies on sight (with the tag enemy) but only attack a player, or others, if they are hit first.
  • Enemy/Hostile AI Example - Demonstrates enemy/hostile AI that will attack anything on sight with the tag Ally, Player, or prey.
  • Fleeing Example – Demonstrates fleeing AI that will run away from the player when they get near.
  • Loot Example - Demonstrates a loot system that randomly generates loot when an enemy is killed. It is then added to the player's inventory UI that is visible on screen.
  • Prey and Predator Example - Demonstrates a predator AI chasing and killing its prey.
  • AI Health Bar Example - Demonstrates an example AI health bar system included with Emerald. This health bar system shows an AI's current health and name.


Creating your own AI using Emerald

If you are ready to create your own Emerald AI, then we will explain exactly how to do so. It's simple and only takes the click of a button and a few seconds.

1) Select the model you want Emerald AI to be applied to. If the model has animations, you need to make sure that that's the game object that is selected.

2) Go to Windows>Emerald - Animal AI>Create>Create AI. This will automatically apply everything that's needed to make the AI function properly. You will notice that colored radii have been added around your object you applied Emerald AI to. You can ignore these because they are normal and apart of Emerald. Note: You will need to have an active gameobject selected to use the Create AI tool.

3) If your model has animations, you will need to do this step to have animations work properly. If you don't have animations on your model, Emerald will automatically disable animations for you. Scroll down to bottom of the Emerald AI Editor. You will notice a series of animation slots. You will need to properly add your animations to these slots.

4) After you have properly applied all your Animation Names to Emerald, you will need to use the NavMesh System to Bake the mesh where the AI can walk, if you haven't already done so. If you don't know where the Navigation Tab is, go to Windows>Navigation. This will open up the Navigation tab that is needed to Bake the NavMesh for your scene. You will need to make sure that anything you want walkable by the AI is marked as Static. This allows the NavMesh to know what's walkable, and what isn't. If you don't know how to mark an object as Static, in can be found at the top right corner of the Inspector of that game object. After you have marked everything you want walkable as Static, you can open up the Navigation Tab and start the Baking process. Depending on how complex your scene is, it can take a few seconds, or quite a few minutes. So, it's best to start off on a small test scene.

5) After you have finished Baking your scene, you can now see your Animal AI in action! Play the scene, watch your AI start generating their waypoints, and then move to them. From here, you can tweak multiple settings to affect the way your AI act. If you receive any errors, go back through the steps and insure that you didn't miss anything. These will most likely be due to not properly naming your animations names correctly. Below, we will discuss the various Editor settings and options.


The Emerald AI Editor

The Emerald Editor has been designed to allow users to pick it up fast with a low leraning curve. Everything is pretty straight forward. Each option has its own tab. Selecting each tab will only allow you to view the options assosiated with that option. We have broken down each option into a separate category here on the Wiki. We will explain each one along with each of the vairables that you can adjust.


AI Info

At the top Editor of the selected AI, you will see AI Info. This shows the important stats of your AI such as its Name, Health, Type, Damage, Aggression, and more. These settings are associated with what you set your AI to have in the Editor. The values cannot be modified in this location. They are simply a visual reference for your convenience.

AIStats


Behavior Options

The Behavior Options allow you to control your AI's behavior.

BehaviorOptions-0

AI Type  - The AI Type determines whether your AI is an Animal or NPC. 

  • Animal - The Animal setting should be used for any animal related AI such as wildlife, wandering animals, predators, prey, etc.
  • NPC - The NPC setting should be used for any AI that isn't animal related such as enemies, humanoid, creatures, wandering villagers, etc.

Behavior Type - The Behavior Type determines whether your AI is Cowardly, Passive, Hostile, or Defensive. 

  • Cowardly - AI will flee when attacked by another Animal or player and will not fight back.
  • Passive - AI will never attack. Even if hit, it will continue to wander around within its Wandering Range.
  • Hostile - AI will automatically attack both Enemy and Player tags that enter its Attack Range.
  • Defensive - AI will only attack its Enemy Tag if it's within range. If an NPC is attacked first, it will attempt to attack and kill the attacker.

NPC/Animal Name

The name of your AI can be useful for calling the name from an external script for things like quests, dialogue, UI, etc. This name is the name that is displayed using the Health Bar system.

Animal/NPC Type

The Animal/NPC Type helps with Emerald dynamically forming groups based on your Animal/NPC Name Type. So, only Animals or NPC with the same Name Type will form groups.


Herd Options

The Herd Options controls all herd related settings. Emerald's herd system allows AI to dynamically form herds and packs. AI must have matching Animal/NPC Types in order for the system to work.

HerdOptions-0

Disable Herds

Disable Herds stops the AI from dynamically forming a herd, group, or pack with any other AI with the same type. Note: Passive AI do not dynamically form herds as they tend to be used for farm animals and wandering NPCs.

Auto Generate Alpha

If Auto Generate Alpha is enabled, alphas will be generated automatically. There is a 1 in 5 chance of an animal being an alpha. If this option is disabled, you can customize which animals are alphas manually. If Auto Generate Alpha is disabled, you have the option to manually assign the Alpha status.

Max Pack Size

Controls the max pack size for this animal, if they're generated to become an alpha. (Max value of 10 AI)

Herd Radius

The Herd Radius controls how close this AI will graze around its Alpha. The higher the value, the more space is between this AI and the Alpha. This is useful to help keep herds from being too close to each other.

Herd Follow Radius

The Herd Follow Radius controls how close this AI will follow its Alpha when fleeing or moving. The higher the value, the more space is between this AI and the Alpha. This is useful to help keep herds from being too close to each other.

Alphas Wait for Herds - This toggles whether or not you want the alpha to wait for its herd if a member's distance from the alpha becomes too far away. Note: If enabled, the option below become visible in the Emerald AI Editor.

  • Max Distance From Herd - This controls when the alpha will wait for its herd. This happens when this distance is met.



Attack Options

The Attack Options controls any attack related options such as Damage, Attack Speed, and more.

AttackOptions (1.3)


Attack Damage Min

Attack Damage Min is the minimum amount of damage the AI will do. This amount is randomized from your minimum damage and your maximum damage.

Attack Damage Max

Attack Damage Max is the maximum amount of damage the AI will do. This amount is randomized from your minimum damage and your maximum damage.

Attack Speed - The Attack Speeds are both automatically adjusted if they happen to be lower than your current attack animation with the set attack animation speed. This ensures that your attack animation will always play and not be cut off.

  • Attack Speed Min - The Attack Speed Min controls the minimum amount of how fast your AI can attack in seconds. This is measured in seconds so the higher the amount, the slower the attack. This amount is then randomized based on your minimum and maximum amount. Note: The length of your AI's attack animation is also applied to your attack speed.
  • Attack Speed Max - The Attack Speed Max controls the maximum amount of how fast your AI can attack in seconds. This is measured in seconds so the higher the amount, the slower the attack. This amount is then randomized based on your minimum and maximum amount. Note: The length of your AI's attack animation is also applied to your attack speed.

Use Run Attacks

Use Run Attacks controls whether or not your AI will attack their opponent while running. Enabling this options also allows the option to add a run attack animation in the Animation Options.

Auto Calculate Delay - Auto Calculate Delay Seconds will calcuate the optimum delay for your attack animations to hit your target.

  • Attack Delay - The Attack Delay (meassured in seconds) controls the delay that triggers a damage call. This is useful for if your animations need some time to reach the attacker.

Player Damage Function Call

Player Damage Function Call allows you to call a custom function for damaging your player.


Health Options

The Health Options controls everything health related to your AI. 

HealthOptions-0

Starting Health

The Starting Health is the health that your AI will start with

Current Health

The Current Health is the current health your AI has. This is tracked in real time.

Receive Damage Delay

The Receive Damage Delay (measured in seconds) controls the delay that triggers a damage call. This is useful for if your animations need some time to reach the attacker.

Use Dead Replacement - If enabled, and when your AI;s health reaches 0, the AI will die and it will spawn a dead replacement. Note: If enabled, the options below become visible in the Emerald AI Editor.

  • Use Dead Replacement determines whether or not your AI will use a dead object replacement on death. Note: If set to true, this will disable the death animation from being used under the Animation Options.


Sound Options

The Sound Options allow you to control all sound related options for your AI such as Attack Sounds, Injured Sounds, Running Sounds, and more.

SoundOptions-0

Use Weapon Sound

The Weapon Sound is the sound that plays when your AI attacks. This is different than the attack sound. A weapon sound can be something like a swoosh or swing sound effect to simulate the sound of your AI's weapon making a noise. The pitch of these sounds are also varied based on your sound pitch randomness.

Use Attack Sounds - Use Attacks Sounds determines whether or not your AI will make a sound when it attacks. For each sound you add, Emerald will randomly play it as one of the possible sounds the AI will make while it is attacking. This can be grunts, shouts, roars, growls, etc. There are a max of 5 sounds that can be used. If desired, slots can be left blank so a sound isn't playing every time.Note: If enabled, the options below become visible in the Emerald AI Editor.

  • Add Attack Sound - Add an attack sound to the sound list. This will be played randomly if there is more than one.
  • Remove Attack Sound - Removes an attack sound from the sound list.

Use Injured Sounds - Use Injured Sounds determine whether or not your AI will make a sound when it receives damage. For each sound you add, Emerald will randomly play it as one of the possible sounds the AI will make when being injured. This can be grunts, shouts, roars, growls, etc. If desired, slots can be left blank so a sound isn't playing every time.Note: If enabled, the options below become visible in the Emerald AI Editor.

  • Add Injured Sound - Add an injured sound to the sound list. This will be played randomly if there is more than one.
  • Remove Injured Sound - Removes the sound from the injured sound list.

Use Impact Sounds - Use Impact Sounds determine whether or not your AI will make a sound when it receives damage. For each sound you add, Emerald will randomly play it as one of the possible sounds the AI will make when being injured. This can be blood impacts, body impacts, sword hits, armor clanks, etc. If desired, slots can be left blank so a sound isn't playing every time.Note: If enabled, the options below become visible in the Emerald AI Editor.

  • Add Impact Sound - Add an impact sound to the sound list. This will be played randomly if there is more than one.
  • Remove Impact Sound - Removes the sound from the impact sound list.

Use Die Sound

Controls whether or not a sound will be played on death. Note: This only applies to AI that are using a death animation. If you are using a Dead Object Replacement, you will need to add the sound to your Dead Object and have it play on awake.

Use Run Sound If enabled, the sound the AI uses when it runs. Note: If enabled, the options below become visible in the Emerald AI Editor.

  • Run Sound - The sound that plays when the AI is running.
  • Footstep Seconds - The Footstep Seconds controls the seconds in between each time the footstep sound is playing.

Sound Pitch - The Sound Pitch randomizes the min and max sound pitch for the animal's AudioSource. This affects all sounds adding various pitches to each animal keeping them unique. Note: If enabled, the options below become visible in the Emerald AI Editor.

  • Min Sound Pitch - The minimum sound pitch possible.
  • Max Sound Pitch - The minimum sound pitch possible.

Use Walk Sound (NPC Only) If enabled, the sound the AI uses when it walk. Note: If enabled, the options below become visible in the Emerald AI Editor.

  • Walk Sound - The sound that plays when the AI is walking.
  • Footstep Seconds - The Footstep Seconds controls the seconds in between each time the footstep sound is playing.

Play Flee Sound (Cowardly Only) - The Flee sound plays when an animal is triggered to flee. Note: If enabled, the option below become visible in the Emerald AI Editor.

  • Flee Sound - The Flee Sound is the sound the animal will use when it flees from a predator or player.

Use Animal Sounds (Passive Animals Only) - Use Animal Sounds determine whether or not your AI will make a sound as it wanders. Note: If enabled, the options below become visible in the Emerald AI Editor.

  • Add Animal Sound - Add an animal sound to the sound list. This will be played randomly if there is more than one.
  • Remove Animal Sound - Removes an animal sound from the sound list.


Pathfinding Options

The pathfinind options gives you control over pathfinding related tools such as visible waypoints.

PathfingOptions


Draw Waypoints 

Draw Waypoints determines if the AI will draw its current waypoint/destination. This can make it helpful for development/testing.

Draw Paths - Draw Paths determines if the AI will draw its current path to its current destination. This can make it helpful for development/testing. Note: If enabled, the options below become visible in the Emerald AI Editor.

  • Path Line Width - Choose how wide you would like your Path Lines drawn.
  • Path Line Y Offset - The Path Line Y Offset will offset your path line on the Y axis based on the amount used on the slider above. This is useful if the Path Line is too high or too low.
  • Path Line Color - Path Line Color allows you to customize what color you want the path lines to be.
  • Path Line Material - Choose the material you want to be used for your Path Line. If no material is applied, a default one will be used. Note: The color of the default material is purple and can't be adjusted.

Align AI

If Align AI is enabled, it will automatically, and smoothly, align AI to the slope of the terrain. This allows much more realistic results.

Update Speed

Update Speed determines how often culling is checked. If an animal is culled, it will be disabled to increase performance. If an animal is visible, it will enable all components on that animal. The less often this option is updated, the more it increases performance, but animals may not react the second a player looks at them. So, it's best to balance this option with performance and playing quality.


Range Options (Hostile and Defensive)

The range options allow you to adjust the AI's ranges for things like fleeing, attacking, stopping, and more.

RangeOptions


Use Visual Radii

Using Visual Radiuses will visually render the radiuses in the scene view. This makes it easy to see where your AI's Ranges are.

Stopping Distance - The Stopping Distance determins the distance in which your AI will stop for its waypoint/destination/target. If your AI get too close to a target or your AI slides before waypoints, increase its stopping distance.

  • Stopping Distance Color - The color of the Stopping Range Radius.

Chase Seconds (Hostile and Defensive Only)

Chase Seconds determines how long an animal can flee before being exhausted and switching to cooldown mode.

Attack/Hunt Trigger Radius (Hostile and Defensive Only) - The Attack/Hunt Trigger Radius is the radius in which the AI will be triggered to attack.

  • Attack/Hunt Radius Color - The color of the Attack/Hunt Radius.

Max Chase Distance (Hostile and Defensive Only)

How far, distance wise, a target can be away before the AI gives up on the target.

Max Chase Distance (Hostile and Defensive Only)

How far, distance wise, a target can be away before the AI gives up on the target.

Returns to Start - Returns to Start controls whether or not your AI will return to its starting position once they have given up on a target.

  • Return Protection - If an NPC is ReturnProtected, they cannot be injured until they have returned back to their starting position.

Cool Down Seconds

Cool Down Seconds controls how many seconds your animal will wait after they have reached their max Hunt Seconds. During the Cool Down phase, the animal will return back to its statring position. The seconds for this are rest if an animal receives damage.

Wander Range - Wander Range controls the radius in which the animal will wander. It will not wander out of its Wander Range, unless it's fleeing.

  • Wander Range Color - The Wander Range is a radius that the AI will wander in from its originally placed spot. It will not wander further than this radius.

Graze Length Min

The Graze Lengths are generated with the min and max values entered above. This also plays a role in how often the waypoints are changed. If the AI is unable to reach its waypoint within its generated graze length time, a new waypoint will be generated.

Graze Length Max

The Graze Lengths are generated with the min and max values entered above. This also plays a role in how often the waypoints are changed. If the AI is unable to reach its waypoint within its generated graze length time, a new waypoint will be generated.


Range Options (Cowardly and Passive)

The range options allow you to adjust the AI's ranges for things like fleeing, attacking, stopping, and more.

RangeOptions(Cowardly Passive)


Use Visual Radii

Using Visual Radiuses will visually render the radiuses in the scene view. This makes it easy to see where your AI's Ranges are.

Stopping Distance - The Stopping Distance determins the distance in which your AI will stop for its waypoint/destination/target. If your AI get too close to a target or your AI slides before waypoints, increase its stopping distance.

  • Stopping Distance Color - The color of the Stopping Range Radius.

Flee Trigger Radius (Cowardly Only) - The Flee Trigger Radius is the radius in which the AI will be triggered to flee when the appropriate tag hit it.

  • Flee Trigger Radius Color - The color of the Flee Trigger Radius.

Flee Type (Cowardly Only) - Flee Type determines how your AI will flee from danger.

  • Distance - When using Distance, your AI will continue to flee until the appropriate distance is met before they stop. There is not cool down for the Distance Flee Type.
  • Max Flee Distance (Distance Flee Type Only) - When using the Distance, your AI will flee until a threat is out of their Flee Distance. Once they are, they will go back to grazing.
  • Time - When using Time, your AI will flee for the amount of Flee Seconds set below. Once it is met, your AI will stop fleeing until their Cool Down Seconds have been met.
  • Flee Seconds (Time Flee Type Only) - Flee Seconds controls how many seconds an AI can flee before they are exhausted. Once exhausted, they will switch to cool down mode and will not be able to flee until their Cool Down Seconds below have been reached.

Min Freeze Seconds (Cowardly Only)

This controls the min seconds it takes for the animals to react to a predator or player triggering the animal to flee.

Max Freeze Seconds (Cowardly Only)

This controls the max seconds it takes for the animals to react to a predator or player triggering the animal to flee.

Wander Range - Wander Range controls the radius in which the animal will wander. It will not wander out of its Wander Range, unless it's fleeing.

  • Wander Range Color - The Wander Range is a radius that the AI will wander in from its originally placed spot. It will not wander further than this radius.

Graze Length Min

The Graze Lengths are generated with the min and max values entered above. This also plays a role in how often the waypoints are changed. If the AI is unable to reach its waypoint within its generated graze length time, a new waypoint will be generated.

Graze Length Max

The Graze Lengths are generated with the min and max values entered above. This also plays a role in how often the waypoints are changed. If the AI is unable to reach its waypoint within its generated graze length time, a new waypoint will be generated.


Animation Options (Legacy)

The Animation Options give you control over all Legacy animations. Simple drag and drop animations you'd like to use in the appropriate slots and the system will use them for the selected animations.

AnimationOptions(Legacy)

Use Animations

If the AI does not use animations, animations can be disabled here. However, they will be disabled automatically if no animation component is found on the current model.

Animation Type - The Animation Type allows you to choose whether your AI will use Legacy animations or Mecanim animations.

  • Legacy - Allows Emerald AI to use Legacy animations.
  • Mecanim - Allows Emerald AI to use Mecanim animations (Covered below).

Animations - Below, each animation will be explained.

  • Idle - The animation that is the AI's default idling animation.
  • Idle Aggressive (Hostile or Defensive Only) - The animation that is the AI's idling animation when in combat.
  • Total Graze Animations - This is a slider that will allow you to use up to 3 grazing animations. Grazing animations are the animations that play when your AI is grazing. Each graze animation will be randomly played.
  • Walk Animation - The animation that plays when the AI is walking. This animation is not played in combat mode.
  • Run Animation - The animation that plays when the AI is running. This animation is not played while grazing or wandering and is only available in combat mode.
  • Ht Animation - The animation that plays when the AI is damaged. Use Hit Animation must be enabled for this animation to be visible.
  • Run Attack Animation (Hostile or Defensive Only) - The animation that plays when the AI is attacking while running. Use Run Attack Animation and Use Run Attacks must be enabled for this animation to be visible.
  • Total Attack Animations (Hostile or Defensive Only) - This is a slider that will allow you to use up to 6 attack animations. Attack animations are the animations that play when your AI is in Combat Mode. Each attack animation will be randomly played each time the AI attacks a target.
  • Death Animation - The animation that plays when the AI is dies. Use Dead Replacement (Located under the Health Options) must be disabled for this animation to be visible.

Animation Speeds - Animation speeds allow you to control various animations speeds for your AI. The higher the value, the faster the animation.

  • Walk Animation Speed - Controls how fast your Walk animation plays.
  • Run Animation Speed - Controls how fast your Run animation plays.
  • Idle Animation Speed - Controls how fast your Idle animation plays.
  • Idle Combat Animation Speed - Controls how fast your Idle Combat animation plays.
  • Attack Animation Speed - Controls how fast your Attack animations play. Note: The Attack Animation Speed applies to all your attack animations.


Animation Options (Mecanim)

The Animation Options for Mecanim work a little differently. The automatic setup system for the Emerald Editor automatically creates an Animator Controller, creates all needed states and parameters, and assigns it to the selected AI model. (Users will need to manually assign their animations using the Animator) A guide on setting up is covered below.

AnimationOptions(Mecanim)


Setting Up with Mecanim

  • Step 1) First, you will need to create an Animator Controller using the button at the button of the Animation Options. The Create Animator Controller button will automatically creates an Animator Controller, creates all needed states and parameters, and assigns it to the selected AI model. After creating an Animator Controller, the Edit Animator Control button will become available.

  • Step 2) Clicking on the Edit Animator Controller button will open up the Animator window allowing you to assign the animations for each state.

  • Step 3) It is important that you apply an Animation (Motion) to each state that you are using. Not doing so will result in an error and warning messages. 1 Grazing, 1 Idle, 1 Attack (Hotsile/Definsive Only), 1 Idle Comabt (Hotsile/Definsive Only), 1 Walk, 1 Run, and 1 Die (If enabled) animations are required.

  • Step 4) The extra animation options wil be exaplained below such as additional Graze and Attack animations, the Hit animation, and the Run Attack animation.

Using Additional Animations - Below, will explain additional animations that can be used.

  • Use Ht Animation - Use Hit Animation enables hit animations. The hit animations is the animation that plays when the AI is damaged.
  • Use Run Attack Animation (Hostile or Defensive Only) - Use Run Attack Animation enables the Run Attack animation. The run attack animation is the animation that plays when the AI is attack while running.
  • Total Attack Animations (Hostile or Defensive Only) - This is a pull-down menu that will allow you to use up to 3 attack animations. Attack animations are the animations that play when your AI is in Combat Mode. Each attack animation will be randomly played each time the AI attacks a target. Note: Ensure that you have the attack animations assigned to the Motion slots using the Animator window. Not doing so will result in an error. There are 3 attack animation states Attack 1, Attack 2, and Attack 3.
  • Total Graze Animations - This is a pull-down menu that will allow you to use up to 3 graze animations. Graze animations are the animations that play when your AI is in Graze Mode. Each graze animation will be randomly played each time the AI grazes. Note: Ensure that you have the graze animations assigned to the Motion slots using the Animator window. Not doing so will result in an error. There are 3 graze animation states Graze 1, Graze 2, and Graze 3.


Movement Options

Here you can adjust the speeds that your AI will use. This AI system uses a NavMesh Agent, which is applied automatically. These speeds will change the NavMesh Agent's speed when a AI goes into Flee or Combat Mode.

MovementOptions

Walk Speed

The Walk Speed controls how fast your AI moves when walking.

Run Speed

The Run Speed controls how fast your AI moves when running.

Walk Rotate Speed

The Walk Rotate Speed controls how fast your AI rotates while walking.

Run Rotate Speed

The Run Rotate Speed controls how fast your AI rotates while running.

NavMesh Base Offset

The NavMesh Base Offset controls the gap distance between the ground and your AI. If you AI is hovering too far above the ground, setting a negative number will offset it so it'll be touching the ground.


Tag Options

In order for Emerald to work correctly, your AI will need to have a tag other than the standard Untagged. Using the Emerald Tag tab below, choose the tag that all of your Emerald AI objects will be using. This is important for Emerald so that it only detects relevant targets.

TagOptions-0


Setting Up with Multi-Tags

Setting up Emerald's Tags is now easier that ever. This quick guide will get you started. Make sure that you are currently on the Tag Options.

  • Step 1) Ensure that your Emerald AI object's tag has a tag other than Untagged. This tag should be the tag that all Emerald AI objects are using.
  • Step 2) Set your Emerald Tag to the tag that all your Emerald AI objects are using.
  • Step 3) Set your Emerald Layer to the Layer that all of your Emerald AI objects are using. Note: If your Layer is not set correctly, your AI will be unable to detect other Emerald AI objects. This is to help increase performance while searching for potential targets by only looking for relevant objects.
  • Optional Step 3) If your Player is a different layer, such as Player, enable Player uses Separate Layer. This will open up an additional option to set your player layer.
  • Step 4) Assign your AI an AI Tag. This AI Tag is what other AI will use to when looking for Tags. The AI Tag is a customized tagged created with Emerald for this specific AI. This tag doesn't use Unity's tag system, but Emerald's. This allows AI not to be dependent on Unity tags giving more freedom and flexibility for 3rd party systems and custom scripts.
  • Step 5 (Cowardly Only)) Using the Flee Tags, add a new tag. These tags will be the tags that make your AI flee. This tag is based on the 'AI Tag' of an AI.
  • Step 5 (Hostile or Defensive Only)) Using the Target Tags, add a new tag. These tags will be the tags that your AI will attack. This tag is based on the 'AI Tag' of an AI.


Emerald AI Tag

The Emerald Tag is the tag that all Emerald AI objects will use. This is to help define what objects are Emerald objects. This can be any tag, but all Emerald AI objects must use the same Unity tag.

Player uses Separate

Player uses Separate Layer is for character controller systems that have their player on a separate layer. If true, you will be able to set your player's layer. Note: If your player has a layer other than the Emerald Layer, you will need to set 'Player uses Separate Layer' to true in order for Emerald AI objects to see your player.

Emerald Layer

The Emerald Layer helps with performance while AI are searching for potenial targets by only looking for objects with the Emerald Layer. All Emerald AI objects should use the same layer.

AI Tag

The AI Tag is a customized tagged created with Emerald for this specific AI. This tag doesn't use Unity's tag system, but Emerald's. This allows AI not to be dependent on Unity tags giving more freedom and flexiblity for 3rd party systems and custom sciprts.

Flee Tags (Cowardly Only)

Flee Tags are the tags that will make this flee when in range of another AI or player. This tag is based on the 'AI Tag' of an AI.

Target Tags (Aggressive or Defensive Only)

Target Tags are the tags that will make this attack another AI or player. This tag is based on the 'AI Tag' of an AI.

Add Tag

The Add Tag button allows you to add multiple tags for this AI to detect. It will look for other AI's 'AI Tag'. Each tag in your tag list will be considered a possible target, if within range. The tags below don't use Unity's tag system, but a custom one designed with Emerald. This is to make Emerald more flexible and eliminate having to rely on certain tags.


Effect Options

The Effect Options allow you to control the effects that the AI makes.

EffectsOptions

Blood Effect

The particle effect that is used to play a blood effect when an AI is hit. Note: Use Blood Effect must be enabled in order to see this feature.

Blood Effect

The particle effect that is used when an AI is running. The particle effect will only play when an AI is using its running animation. Its effects are controlled automatically by Emerald. It is recommended that the prefab's Emission Rate is set 0. Note: Use Dust Effect must be enabled in order to see this feature.

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