unity引擎中的ai类_在Unity中饲养一只鸟,通过AI将其变为现实,并让Twitter喜欢它...
unity引擎中的ai类
This year at AWE 2019, Chandana ‘Eka’ Ekanayake, co-founder and studio director of Outerloop Games, walked through the development process behind his game, Falcon Age. We had the chance to sit down with Eka to learn more about the specific tools he used. And now, we share his advice with you.
今年在AWE 2019上,Outerloop Games的联合创始人兼工作室总监Chandana'Eka'Ekanayake走过了他的游戏《猎鹰时代》的开发过程。 我们有机会与Eka坐下来,以了解有关他使用的特定工具的更多信息。 现在,我们与您分享他的建议。
Falcon Age is Outerloop Games’ fifth Unity-based game as a team. They’ve made games ranging from mobile, VR, and non-VR titles. The team finds Unity’s toolset is ideal for testing out concepts and rapid prototyping, especially for smaller teams like theirs.
《猎鹰时代》是Outerloop Games第五支基于Unity的游戏。 他们制作了包括移动,VR和非VR游戏的游戏。 团队发现Unity的工具集非常适合测试概念和快速制作原型,特别是对于像他们这样的小型团队而言。
是什么激发您创造Falcon Age? (What inspired you to create Falcon Age?)
Falcon Age started as a VR prototype after seeing footage of golden eagles and other birds of prey. We spent time with a real-life falconer and studied bird movement. The idea of raising a bird and learning falconry sounded like interesting game mechanics to explore in VR, plus the bonding aspect of having a falcon as a pet hasn’t been done before.
猎鹰时代(Falcon Age)在看到金鹰和其他猛禽的镜头后开始作为VR原型。 我们花了一个真实的猎鹰,并研究了鸟类的运动。 养鸟和学习猎鹰的想法听起来像是在VR中探索有趣的游戏机制,再加上将猎鹰当作宠物的结合方面从未有过。
在会议期间,您提到您为非VR和VR开发了Falcon Age。 针对不同平台进行开发时,您要记住什么? (During your session, you mentioned you developed Falcon Age for non-VR and VR. What did you have to keep in mind when it came to developing for different platforms?)
We knew it was going to be more work for us to create both a VR version and non-VR version but felt the game could be designed to work in either way. The biggest considerations were locomotion, character to object interaction, and falcon interaction. With VR motion controls enabled, the player has full control of their hands. To make that work in non-VR, we had to animate and map interactions to a standard game controller. With Unity, it was easy for us to set up multiple character controllers that enable and disable in real-time based on what hardware the player is currently using.
我们知道同时创建VR版本和非VR版本对我们来说将需要更多的工作,但我们认为游戏可以设计为以任何一种方式工作。 最大的考虑因素是运动,角色到对象的交互以及猎鹰的交互。 启用VR运动控制后,玩家可以完全控制自己的手。 为了在非VR中实现该功能,我们必须对交互进行动画处理并将其映射到标准游戏控制器。 使用Unity,我们可以轻松地设置多个角色控制器,这些角色控制器可以根据玩家当前使用的硬件实时启用和禁用。
您在《猎鹰时代》中使用了Unity的动画系统。 您如何在所有状态机中保持良好状态? (You used Unity’s animation system for Falcon Age. How did you keep good order in all of your State Machines?)
We started with a basic structure using Animation Layers and gradually expanded it to multiple layers with animation Parameters that look for various events during gameplay. For things like bird headlock (when the bird keeps their head still while the body is moved around), we used a system of blend poses that transition between depending on the bird’s orientation. There are animation partial blending for legs, jaw, blinking, and full-body overrides for when the bird makes special moves like a fist bump with the player.
我们从使用“动画层”的基本结构开始,然后逐步通过带有“动画参数”的多层将其扩展到多个层,这些参数在游戏过程中查找各种事件。 对于诸如鸟头锁(当鸟在身体四处移动时保持其头静止不动)的事物,我们使用了一个混合姿势系统,该姿势根据鸟的方向在其间转换。 当小鸟做出特殊动作(如与运动员的拳头碰撞)时,可对腿部,下巴,眨眼和全身覆盖进行动画部分融合。
这只鸟在飞行时受身体驱动-它有重量,加速度等。您从组装飞行系统中学到了什么,这可能对其他开发人员有帮助? (The bird is physically-driven when it flies around— it has weight, acceleration, etc. What did you learn about putting together the flight system that could be helpful to other developers?)
The falcon used basic physics for flying and high-level navigation uses an auto-generated 3D navigation graph. We used A* on the nav graph in Unity Job System to keep it performant. For object avoidances, the bird cycles through different raycasts at different frames while steering around and over objects in the world. To tune the flying, we exposed tweakable values in the inspector to adjust in real-time.
猎鹰将基本物理学用于飞行,而高级导航则使用自动生成的3D导航图。 我们在Unity Job System的导航图中使用A *来保持其性能。 为了避开物体,鸟在世界各地绕过物体时,会在不同的帧处通过不同的射线广播循环。 为了调整飞行速度,我们在检查器中显示了可调整的值以进行实时调整。
您以什么方式将人工智能(AI)整合到游戏中? (In what ways did you incorporate artificial intelligence (AI) into the gameplay?)
We’re fans of keeping our AI fairly simple and layering simple behaviors together for gameplay needs and talk to our animation system. For the falcon, she reacts almost instantly to player calls and player commands, but when she’s flying around she’ll get bored and go hunting, collect items for the player, or land at a point of interest. If she’s hurt, she’ll fly back to the player and find a spot where the player can see her and tend to her wounds. For our ground-based creatures and enemies, we use Unity’s navmesh. We also used the same navmesh for player navigation.
我们热衷于保持AI相当简单,并将简单的行为分层以满足游戏需求,并与我们的动画系统进行对话。 对于猎鹰,她几乎立即对玩家的呼叫和玩家的命令做出React,但是当她飞来飞去时,会感到无聊和打猎,为玩家收集物品,或者着陆点。 如果她受伤了,她会飞回玩家身边,找到一个可以看见她并容易受伤的地方。 对于地面上的生物和敌人,我们使用Unity的导航网格。 我们还将相同的导航网格用于播放器导航。
您是如何利用Asset Store进行开发的? (How did you leverage the Asset Store and what did this do for development?)
To speed up our early prototype while we were figuring out the gameplay, we used a lot of Unity Asset Store artwork like rock primitives, clouds, and props. It’s a lot faster to iterate on the design when we can use readily available content from the Asset Store. For the full development, we used other Asset Store items like texture tools, various libraries for sound, terrain tools, and even hat assets for the falcon. The Asset Store is invaluable for small teams like ours to speed up development time.
为了加快我们在设计游戏玩法时的原型速度,我们使用了许多Unity Asset Store艺术品,例如岩石图元,云朵和道具。 当我们可以使用资源商店中随时可用的内容时,迭代设计的速度要快得多。 为了进行全面开发,我们使用了其他Asset Store项目,例如纹理工具,用于声音,地形工具的各种库,甚至用于猎鹰的帽子资产。 对于像我们这样的小型团队来说,Asset Store是无价的,可以缩短开发时间。
In my talk yesterday, I mentioned how much we relied on Unity Asset Store for Falcon Age. In this slide alone there's Microsplat for terrain texturing, Vegetation Studio for grass, Toony Colors Pro for characters, Ink for conversation system, hats, and Flushing Toilet. pic.twitter.com/ywpO7w54hM
在昨天的谈话中,我提到了猎鹰时代对Unity资产商店的依赖。 仅在此幻灯片中,就有用于地形纹理的Microsplat,用于草丛的Vegetation Studio,用于角色的Toony Colors Pro,用于对话系统的墨水,帽子和冲洗厕所。 pic.twitter.com/ywpO7w54hM
— Chandana Ekanayake (@Ekanaut) May 30, 2019
-Chandana Ekanayake(@Ekanaut) 2019年5月30日
您已经成功地使用社交媒体在游戏中创造了兴奋感。 您可以与其他寻求在游戏中大肆宣传的工作室分享哪些技巧? (You’ve had a lot of success creating excitement around your game using social media. What tips can you share with other studios looking to create hype around their games?)
Social media is a great way to test out ideas. We tried different, short gameplay clips, images, and gifs from Falcon Age early on. The things that resonated for us the best were animations of the baby bird. Baby bird fist-bumping and other interactions with the player gifs were shared the most. My advice would be to test out things, find what resonates, and share more content related to the things people find interesting about your game.
社交媒体是检验想法的好方法。 我们很早就尝试了《猎鹰时代》中不同的简短游戏片段,图像和Gif。 最能引起我们共鸣的是小鸟的动画。 幼鸟的拳头撞击以及与玩家gif的其他互动最多。 我的建议是测试事物,找出引起共鸣的地方,并分享更多与人们对您的游戏感兴趣的事物有关的内容。
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Eka’s full AWE session is now available for viewing.
现在可以查看Eka的完整AWE会话 。
To learn more about VR game development, check out our webpage.
要了解有关VR游戏开发的更多信息, 请查看我们的网页 。
unity引擎中的ai类