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UVC
  • Introduction
  • Installation
    • Installing in New Project
    • Installing in Existing Project - SCK
    • Installing in Existing Project - MCK
  • Space Combat Kit Tour
  • Mech Combat Kit Tour
  • Player Setup
  • Vehicle Framework
    • Game Agents
    • Vehicles
    • Modules
      • Module Mounts
      • Modules
      • Module Types
      • Module Attachments
      • Display Module On UI
      • Module Managers
  • Input
    • General Input
    • Vehicle Input
    • Rewired Integration
  • Player/AI
  • Spaceships
    • Speed UI
    • Space Fighters
    • Capital Ships
  • Mechs
    • Speed UI
  • Vehicle Control Animations
  • Character Enter/Exit
  • Camera
    • Camera Setup
    • Vehicle Setup
    • Secondary Cameras
    • Death Camera
  • Weapons
    • Framework
      • Triggerables System
      • Weapon System
    • Vehicle Setup
      • Vehicle Weapons
      • Cursor Aiming
    • Projectile Weapons
    • Beam Weapons
    • Missile Weapons
    • Resource Handling (Ammo/Heat)
    • Turrets
    • HUD Weapon Info
    • Health Modifier Volumes
  • Radar
    • Radar Setup
    • Target Setup
    • Target Selectors
    • Trackable Types
    • Improving Radar Performance
    • Target Notification
    • Radar Audio
  • Health
    • Health Framework
      • Health
      • Damageable
      • Damage Receiver
      • Health Modifier
      • Health Types
      • Health Modifier Types
      • Surface Types
    • Vehicle Setup
    • Damageable Object Setup
    • Detonators
    • Health Recharge
    • Health UI
    • Energy Shield
    • Damageable Module Linkers
  • HUD
    • HUD Basics
    • HUD Manager Setup
    • Custom HUD Components
    • HUD Module Display
    • Camera View Management
    • HUD Cursor / Reticle
    • Weapon UI
    • Resource Container UI
    • 2D Radar
    • 3D Radar
    • Target Boxes
    • Target Holograms
    • Minimaps
    • HUD Distance Lookup
  • Loadout
  • AI - Space Combat Kit
    • AI Setup
    • AI Spaceship Behaviours
  • AI - Mech Combat Kit
  • Game States
  • Teams
  • Floating Origin
  • Object Pooling
  • Menus
    • Creating Menus
    • Button Controllers
  • Rumbles
  • Rigidbody Characters [WIP]
  • Utilities [WIP]
    • Object Triggers
    • Shadow Caster Doubles
    • Gimbals
    • Game State Post Process Enabler
  • Objectives
  • Resources System
    • Resource Containers
    • Resource Handlers
    • Resource Container Triggers
    • Module/Vehicle Resource Usage
    • UI
  • Cutscenes
  • URP Upgrading
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In the Mech Combat Kit, the EnemyPilot_Mech prefab has been provided to help you get started creating enemies for your game.

To use it:

  1. Drag the EnemyPilot_Mech prefab into the scene

  2. Open the Game Agent inspector and set the Starting Vehicle field to some mech that exists in the scene

Creating AI

To set up a new mech AI:

  1. Create a new game object

  2. Add a Game Agent component and make sure Is Player is unchecked in the inspector

  3. Add a new game object as a child and add an AI Controller component to it

AI Controller

The AI Controller is an AI script for mechs that provides two functions:

  1. If there's a target, the mech will engage in combat

  2. If there's no target, the mech will patrol

Field Of View

To restrict the AI's field of view so that they cannot see targets behind them, set the Field of View field in the inspector of the AI Controller component.

Combat Attack/Evade Times

During combat, the mech will alternate between attacking and evading (moving around without firing weapons). To adjust these:

  1. Open the inspector of the AI Controller component

  2. Customize the Attack Time

  3. Customize the Evade Time

Combat Zones

To help the mech avoid running into walls and other objects in the scene, the Combat Zone component has been provided.

This component designates an area in which a mech will move around while engaged in combat.

To set up a combat zone:

  1. Create a new game object

  2. Add a Combat Zone component

  3. Adjust the Bounds in the inspector to cover the area in which the mech should operate during combat

  4. Drag the combat zone into the Combat Zone field in the inspector of the mech AI's AI Controller component

Patrolling

When a mech AI has no targets, it will patrol along a patrol route, if you have one set up.

To set up a patrol route:

  1. Create a new game object and add a Patrol Route component

  2. Create new game objects for each waypoint and drag them into the Waypoints list in the inspector of the Patrol Route component

  3. Drag the patrol route into the Patrol Route field in the inspector of the AI's AI Controller component

Last updated 2 years ago

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AI - Mech Combat Kit

PreviousAI Spaceship BehavioursNextGame States
  • Creating AI
  • AI Controller