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- Latest version
- 1.51.0
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- 6000.0.80 or later
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NPC AI & Decision Making — Wise Feline Utility AI (Lite)
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Wise Feline is a utility AI system which allows you to make immersive AI with ease. It works pretty well for agents with lots of actions and complex situations and has a great visual debugger.
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NPC AI & Decision Making — Wise Feline Utility AI (Lite) screenshot 1
About this asset
Ship NPCs that decide for themselves, for free. Wise Feline Lite gives your characters a set of actions, scores those actions against the current situation, and picks the highest-scoring option. Build enemies that balance fighting and survival, villagers that respond to their needs, or companions that react to what is happening around them.
You design the actions and the considerations that make them useful. Tune response curves in the visual editor instead of hand-wiring transitions for every situation, then watch the scores in the debugger to understand why an agent chose what it chose.
Build your first AI without writing code
Start with the included combat quickstart: a soldier that patrols, chases a nearby player, attacks, retreats when hurt, and heals before returning to patrol. Follow the no-code exercises to change its behavior using the built-in actions, considerations, and blackboards.
The Lite scene uses player distance and a blackboard reference for chasing. Ultimate also includes a version with AI Tags and line-of-sight checks.
When your game needs custom behavior, extend the system with your own C# actions and considerations. Runtime and editor source code are included.
What you get for free
- Utility AI with agents, actions, considerations, and response curves.
- Per-target scoring, so an action can evaluate its available targets and choose the best one.
- A visual behavior editor and live debugger for inspecting action and consideration scores.
- Blackboards for sharing data between your AI and game systems, with starting values you can set in the Inspector.
- A data recorder for inspecting recorded agent scores and other debugging information over time.
- Built-in actions and considerations for movement, patrolling, spawning, animation, and more.
- A combat quickstart with no-code exercises and a light life simulation demo.
- Full source code, a manual, and API documentation.
The blackboards and utilities from Wise Feline Blackboards and Wise Feline Den are included in Lite.
What Ultimate adds
Wise Feline Ultimate includes everything in Lite, plus:
- Influence Maps for tactical and spatial reasoning.
- Smart Objects that define how agents interact with objects in the world.
- AI Tags for tagging objects and finding nearby targets.
- Remembrance for NPC memories and emotions.
- Action priorities, uninterruptible actions, score deltas, and additional selection modes, including weighted random and random selection from the top N.
- Built-in actions and considerations that connect these modules to your AI.
- The AI Tags and line-of-sight combat quickstart, plus the complete life simulation demo.
From the publisher's Asset Store listing.
Technical details
Built-in actions and considerations for easy prototyping The package contains a growing list of built-in actions and considerations which are pretty generic and can be used for prototyping and even in real games.
Life simulation sample with interesting cartoonish artwork which helps you understand how to use the system.
Easy to learn: There are only a few concepts to learn, mainly actions, considerations and agents. Each agent has a set of actions to choose from and each action is scored by scoring a set of considerations which show how important the action is at the moment.
Easy programming interface: You only need to derive from ActionBase and ConsiderationBase to create new actions and considerations and then drive your agent inside your action code. You only have to attach a single new component to your AI agents to be driven by utility AI.
Visual Debugger and design tool: There is a window to design your AI by setting consideration curves and choosing how much a consideration affects an action for a specific agent and also to debug action scores at runtime. You can examine what score exactly each action got at each frame and how to modify the curves to get the result you want. Your agent doesn't set enemies on fire as much as you want? make the curve for the Love Of Fire consideration more steep!
Action priorities and interruptability Each action can optionally have a priority and can declare itself uninterruptable. Actions with higher priorities and lower scores are preferred to actions with lower priorities. Priorities are only available in the ultimate version.
Multiple Action Selection Modes Each brain component can choose the action to execute using multiple selection algorithms from the highest score to weighted random and random from top N both with/without considering priorities. Selection modes other than the highest score are only available in the ultimate version.
Action based targetting: Each action which needs a target is scored once per target and the best target is chosen. The targetting system is flexible and allows you to find the targets for each action in any way you want. Do you want to use a manager class which knows all the targets? a sphere cast? some custom made system? it is just a callback in Wise Feline and we won't limit you. There is only an upper limit of number of targets per action which you can use so the system doesn't spend too much time looking at too many objects.
BlackBoards: Both versions of the package contain a blackboards module which help you share information between different parts of your AI and make reusable actions and considerations.
Data Recorder allows you to record data per GameObject per frame as a tree of texts and supports ritch text as well. You can easily integrate it to any script which benefits to know what happend over time. We integrated it to our Utility AI brain to record all action and consideration scores over time.
Ultimate modules
Influence maps This package contains an influence maps module which allows you to do spatial queries like where in the map doesn't contain enemies but lots of trees are there for cutting? Where can I throw my grenade to apply the most damage? Where are the paths cargos usually use so I can ambush them?
Remembrance Memory and Emotions: This module allows your NPCs to remember what happend in the past and also allows them to have emotions about each other and objects. Do you want a hate filled NPC because you killed their pet to rage attack with low health? Do you want his village to remember this and rade the player? This module allows you to do that.
Smart Objects allow you to put the desired behavior in the object and then the agent only asks which objects can fulfil a need and the objects advertise themselves to it. Then the agent uses one of them to fulfil the task it wanted to perform.
AI Tags System: It allows you to tag objects and query for objects in a sphere and check their tags pretty fast. Do you want to find all foods around an NPC so he/she can eat one of them? Just search for objects tagged food around its position and find them without doing raycasts and using a fast octree. Add tags like enemy, leader or target to objects at runtime so other AIs can dynamically do something to it. The usecases are endless and unlike unity tags, these tags are not only queriable using spatial queries but also don't have limits on their count.
High Performance and optimizable: The asset doesn't use heavy APIs, uses burst for influence maps (optional) and doesn't use lots of memory, also since you can choose how often different AI systems from finding targets to calculating scores run per agent, you can optimize the system for your game. Do you want far away agents to run less often? Do you want them to change their targets less often? just change two values in the Brain component based on their distance to the player and that's it.
Full source code: We don't know all of your project needs so the asset ships with all source code including the editor code and UI toolkit based UI.
Easily extensible: The asset doesn't use any super complex useless abstractions. It uses scriptable objects for storage and everything can easily be added to and even examined by editor scripts outside the systems. None of the classes are big and everything is documented fairly well and systems are designed in a way that makes it easier to change a class's internals without the need to change the classes using it.
Extensive Documentation: There is extensive API documentation and a manual which describes how to code for the system with a complete example scene which we will add to over time.
Support: We provide fast email support and take feature requests seriously. We also do custom development for your projects and can help you ease into the awesome world of utility AI.
Compatibility
| Unity version | Built-in | URP | HDRP | Custom |
|---|---|---|---|---|
| 6000.0.80f1 | Compatible | Compatible | Compatible | Compatible |
This package doesn't use any graphical features and only the sample scene has some simple materials which can be converted to your prefered pipeline.
The AI systems do not depend on any graphical feature of unity.
Our new samples are convertable to URP and HDRP as well.
As listed on the Asset Store.