Note: HonorAI uses SmartAI framework as AI foundation. It can be bought separately here
https://assetstore.unity.com/packages/tools/ai/rv-smart-ai-146170
SmartAI and HonorAI comparison table
HonorAI is an utility-based solution for easy creation of various AI agents like monsters, animals, followers, villagers, hunters etc, with just a few clicks!
No matter how experienced you are, you will find HonorAI helpful:
less experienced developers will appreciate quick and easy AI setup with just a few clicks, while more advanced users can enjoy well written modular codebase, flexibility and extensibility of the whole system.
What makes Honor AI special is that AI logic isn't hardcoded, but rather designed in AI graphs that can be freely modified to your needs.
Thanks to such a solution Honor AI is the only AI solution on the Asset Store that solves the age-old problem of having to choose between a ready-made product that is inflexible or a low-level framework that doesn't provide game-ready features, as it provides benefits of both, without any compromises!
HonorAI takes care of the most difficult AI-related challenges so you can focus on making games!
HonorAI provides you with all of AI essential systems:
movement, spatial awareness, perception, combat, relationship, animations, audio, productivity tools and so much more!
Click Technical details below to learn more.
Documentation | Videos | Discord server | Forum thread
01.2021
0.8 beta
Fixes:
-fixed agents waypoints being shared between agents
03.2021
0.9 beta
Features:
-Autom animation assigner tool - assign animations automatically based on keywords and animation clip names
-Clips renamer tool - rename animation clips to match their fbx file name - super useful for mixamo animations
-Animation importer tool - copy animations between animation presets and Characters, all combinations allowed - preset-preset, Character-Character, Character-preset and vice-versa
-Selectable AiComponents prefab in Character creation wizard
-Guided missile type projectile
-Particles handling for ShootingWeapon
-Added AimTransform to Character
-Box-shaped spawn option in CharacterSpawner
-Scalable load balancing option for AI graphs - throttle AI updates frequency slowing down AI updates instead of bogging cpu with more characters
-Performance info showing useful information regarding performance like how many AI updates per frame you can expect with certain number of characters
-Added some statistics in HonorAIManager
-Event callbacks for objects and target detection: OnNewTargetDetected, OnTargetNotSeenAnymore, OnTargetVisibleAgain, OnTargetForget, OnNewObjectDetected, OnObjectNotDetectedAnymore
Improvements:
-Exposed AnimationEventBasedAttack as graph variable and added to Character inspector
-Animations import undo handling
-Animator controller logic improvements
-Character movement speed takes into account its scale when using root motion
-Updated all AI graphs
-Improved distance and melee fighting logic
-Ragdoll scale automatically set to match Characters scale on creation
-Automatic pool creation for all poolable objects(effects, projectiles etc), no need to add them manually to PoolManager anymore
-Updated RVCommonGameLibrary
-Separated scanning tasks to other graph - this allow for separate control of update frequency of AI logic and expensive targets scanning
-Exposed 'velocityDeltaSpeed' in CharacterAnimation component - allows for control over how fast are character movement animation transitions
-Decoupled Character component from CharacterAi component
Changes:
-HonorAiManager prefab: no more AudioManager and PoolManager
-Removed 'no weapon' stats, Character has to have weapon to be able to attack
-Changed Weapon component name to Attack and ShootingWeapon to ShootingAttack
Fixes:
-Import/export animations creates new copies of ClipConfigs instead of referencing same objects
-Disable LookAt component when AI not enabled
-Waypoint position fields in inspector have now flexible width
-Turning off animation events when Character is killed to avoid "AnimationEvent 'EventName' has no receiver" errors
6.2021
1.0
Features:
-Custom animation support with API to play them whenever you want
-Random idle animations
-Attacks system - each weapon can have multiple attacks with different animations and stats
-Multiple attacks per weapon
-Multiple weapons handling - no need to assign weapon anymore, they're referenced automatically using GetComponentsInChildren method
-Modular features system: single features of Character component are moved into separate components called systems and are referenced in AiSystems component
-Exposing any serialized field from any component on your AI in Character inspector with CharacterInspectorFieldAttribute
Improvements:
-Organization of files and namespaces
-Centralized all essential settings and information into Character inspector
-Runtime AI info for Character inspector
-Scanners layers settings are now added under relevant tabs in Character inspector
-Weapon/attack range will now take into account target's radius
-New event: OnGotHit
-Added shooting ai example to BattleExample scene
-MovementScanRange variable in AiVariables that defines scan radius for all ScanAndMoveToBestPosition and ScanWalkablePositions tasks
-All CharacterInspector members made protected so you can modify how your inspector looks and works if needed by inheriting CharacterInspector
-Updated all graphs
-DamageEnemyOnly parameter in DamageSystem to handle friendly fire
Changes:
-CharacterAnimation now lives on root game object instead of AiComponents
-No more global damage system, it's now part of modular AiSystems
-No more "animationEventBasedAttack", now it's handled by new attacks system
10.2021
1.01
-Tool for prefabs data serialization, to allow users to prepare their AI prefabs for next update without losing data