MSwarms View on Asset Store (opens in new tab)

Package details

Latest version
2.1.0
Last updated
First released
Unity version
2021.3.31 or later
Package size
789 KB
Files
86
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23
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MSwarms

by ryle-e (opens in new tab)

2 ratings, too few to average

MSwarms is a simple, modular system for creating swarms, flocks, and groups. Built for expandability, it comes ready with and supports custom behaviour, randomisation, and optimisations :)

Price $4.99

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Last 6 months

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Price history for MSwarms, 6 months Current $4.99; lowest $4.99; highest $4.99 in this period. $0 $2.5 $5 Jun Jul Aug Sep Oct Nov

Asset preview

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MSwarms screenshot 1

MSwarms screenshot 1

About this asset

IMPORTANT NOTE: Make sure to screenshot your swarms before updating to 2.0.0! The update completely redoes SwarmValues, so you will lose what you don't archive!

MSwarms is a package developed for games that need swarms or groups with replicated and easily customisable behaviour. Other Boids or swarm packages focus primarily on having a lot of agents of a specific type (e.g fish, birds) with limited control over their behaviour and little to no support for behavioural divergence- MSwarms is directed towards behaviour control and allows pseudo-divergence.

It comes packed with >10 separate behaviour modules ready to be used and deeply customised, with the ability to very easily implement more as is seen fit- this means that you can replicate specific behaviour patterns across a large number of agents, allowing for simple or complex simulations alike.

Swarms can be separated across and differentiate behaviour in response to layers, dynamically grown and shrunk, modified at runtime, integrated with pre-existing gameplay and more! :) They're made to be easy to use and deeply customisable for whatever purpose you may have.

Hopefully this package sounds cool and useful for your project- if you have any questions, concerns, or suggestions, shoot me an email !! This is my first package, any and all feedback is deeply appreciated and I'll do my best to be around for any support you might need :))

From the publisher's Asset Store listing.

Technical details

  • Custom Inspector classes for streamlined random values
  • NaughtyAttributes usage for dynamic, concise and streamlined UI
  • Premade optimisation (custom spatial partitioning, caching, optional parallelism)
  • ScriptableObject integration for swarm storage
  • Custom agent prefabs (NOTE: dynamic rigidbodies are not supported- they will cause Unity to lock up, I believe due to this package and rigidbodies clashing, however kinematic bodies with continuous (and etc) collisions do work)
  • Layer-based behaviour splitting
  • Inspector-integrated random values
  • Modular behaviour classes with very simple custom implementation
  • Premade behaviours (including Boids (whole and split into rules), obstacle avoidance, transform targeting, agent targeting, boundaries, static and random vectors, etc)
  • Supports ~3000 agents above 60fps (this is less than other packages- if you need performance with simple behaviour, check others out! :) some really really cool packages are out there)
  • Pseudo-divergent behaviour- individual agents can have multipliers for specific behaviours, allowing, albeit limited, divergence
  • Addressable behaviours for modifications at runtime/from scripts
  • Interfaces and polymorphic classes for implementation of custom swarm/container types (e.g static swarms, gpu integrated, etc)
  • Sample scenes with premade functionality

Documentation

Docs for this package are in the DOCUMENTATION.md file at the root of the package folder. This documentation is not extensive, however should cover most aspects of the package- if you have any questions, issues, etc, shoot me an email. :)

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
2021.3.31f1 Compatible Compatible Compatible Compatible

If your SRP somehow interacts poorly with the system, please let me know- this package is written to be independent from rendering, however the samples do use the built-in pipeline.

The system itself only handles the creation and motion of the agents, so issues with rendering likely would be traced back to something else, e.g the prefab selected on a swarm.

As listed on the Asset Store.