TheKiwiCoder
TheKiwiCoder
  • Видео 42
  • Просмотров 1 704 841
FREE Behaviour Tree Editor for Unity
Get this free behaviour tree editor asset for Unity by following the link:
🔗 www.thekiwicoder.com/unity
Support this channel:
🙏 www.patreon.com/thekiwicoder
Previous Behaviour Tree Videos:
▶️ Behaviour Trees using Graph Builder (Part 1)
ruclips.net/video/nKpM98I7PeM/видео.html
▶️ Behaviour Tree Editor Styling using USS style sheets (Part 2)
ruclips.net/video/jhB_GFgS6S0/видео.html
Follow Me:
🥝 Discord: discord.gg/gwRcsUc
🥝 Patreon: www.patreon.com/thekiwicoder/
🥝 Twitter: the_kiwicoder/
🥝 Instagram: thekiwicoder
🥝 TikTok: www.tiktok.com/@thekiwicoder/
🥝 Website: www.thekiwicoder.com/
TIMESTAMPS:
00:00 - Kia Ora! Free Give away!
00:13 - Why is it free?
01:02 - Installing the packa...
Просмотров: 39 443

Видео

Unity Starter Assets - Third Person Character Controller (Asset Review)
Просмотров 26 тыс.3 года назад
In this video I do a deep dive into the Third Person Character Controller package provided by Unity. I cover in detail how the animation is hooked up, Cinemachine, the New Input System, physics, and a high level look at the code structure too. Enjoy! Starter Assets - Third Person Controller: assetstore.unity.com/packages/essentials/starter-assets-third-person-character-controller-196526 Further...
Behaviour Tree Editor with UI Builder - Part2 [AI #12]
Просмотров 38 тыс.3 года назад
This is the second video on creating a behaviour tree editor using UI Builder. Stylesheets are an amazing feature allowing you to tweak the look of your editor window while it's running, incredible! I also cover a few other editor fundamentals like undo/redo and a double click asset handler. Hope you Enjoy! Support this channel: 🙏 www.patreon.com/thekiwicoder Watch Next - Free Behaviour Tree Ed...
Unity | Create Behaviour Trees using UI Builder, GraphView, and Scriptable Objects [AI #11]
Просмотров 110 тыс.3 года назад
This video is an hour long epic into how to create behaviour trees using ui builder, graph view, and scriptable objects. UI Builder accelerates editor tool development by visual drag and drop editing. Scriptable objects are used for serialisation, and graph view is the same node graph backing used by shader graph. Project files available here! ► www.patreon.com/thekiwicoder Follow Me: ► Discord...
Unity - Health and Ammo Pickups [AI #10]
Просмотров 11 тыс.3 года назад
In this video I create a very simple pickup shader (simplest shader in the world!) in shader graph using the fresnel effect node. The AI will collect the health pickups when they get low on health, and similarly will start searching for ammo when they run out. Project files available here! ► www.patreon.com/thekiwicoder Follow Me: ► Discord: discord.gg/dX4trAG/ ► Patreon: www.patreon.com/thekiw...
Unity Ai Target Selection using sensory memory module [AI #09]
Просмотров 11 тыс.3 года назад
This Unity tutorial covers how to perform target selection for the Ai. Target selection is done through the use of a sensory memory module. Memories are evaluated and given a score by the targeting system. The memory with the highest score will be selected as the best target. Project files available here! ► www.patreon.com/thekiwicoder Follow Me: ► Discord: discord.gg/dX4trAG/ ► Patreon: www.pa...
Unity line of sight checking using sensors [AI #08]
Просмотров 52 тыс.3 года назад
This Unity tutorial implements a line of sight check by attaching sensors to the Ai agents. The agents receive information from the sensor about it's surroundings, and use this information to make decisions. Project files available here! ► www.patreon.com/thekiwicoder Follow Me: ► Discord: discord.gg/dX4trAG/ ► Patreon: www.patreon.com/thekiwicoder/ ► Twitter: the_kiwicoder/ ► Insta...
Unity Switching Weapons using Animator Override Controllers [AI #07]
Просмотров 16 тыс.3 года назад
This Unity tutorial uses animator override controllers to player specific animations for each weapon, while keeping the state machine generic. This makes it easy to implement new weapon states for every weapon. The Ai will choose a weapon to use based on the distance to the player, and switch weapons when a better weapon to use is found. Project files available here! ► www.patreon.com/thekiwico...
Unity AI shooting at the player [AI #06]
Просмотров 35 тыс.3 года назад
In AI episode 6 the enemy now shoots at the player! I'm using the Cinemachine TargetGroup to frame both the AI and the player when the player dies to create a kill cam effect. And a red vignette post effect is used to create a damage effect when the player's health gets low. Project files available here! ► www.patreon.com/thekiwicoder Previous Episode (WeaponIK): ► ruclips.net/video/Q56quIB2sOg...
How to aim a weapon using inverse kinematics in Unity [AI #05]
Просмотров 43 тыс.3 года назад
This tutorial Use Inverse kinematics to create a custom weapon ik system to aim a weapon at a target object by rotating the spine bones of your character. This makes it really easy to aim your AI agents at their foes! Project files available here! ► www.patreon.com/thekiwicoder Previous Episode (Equip Weapons): ► ruclips.net/video/_c-r1S4PZb4/видео.html Follow Me: ► Discord: discord.gg/dX4trAG/...
Equip weapons using Mesh Sockets and Animation Rigging in Unity [AI #04]
Просмотров 26 тыс.3 года назад
Create a mesh socket system to equip weapons to your character using animation rigging in Unity. Drop weapons by attaching physics to them. Mesh sockets abstract attach points between the character skeleton and scripts. Project files available here! ► www.patreon.com/thekiwicoder Previous Episode (State Machines): ruclips.net/video/1H9jrKyWKs0/видео.html Follow me: ► thekiwicoder...
Managing enemy state using State Machines in Unity [AI #03]
Просмотров 31 тыс.3 года назад
Manage enemy states using a simple yet powerful state machine. This video implements the enemy states: idle, chase player, and death states using a state machine. Support this channel here! ► www.patreon.com/thekiwicoder Next Episode (Equip Weapons): ►ruclips.net/video/_c-r1S4PZb4/видео.html Previous Episode (Dealing Damage): ►ruclips.net/video/oLT4k-lrnwg/видео.html Follow me: ► ...
Dealing damage to AI using hitboxes, ragdolls, and healthbars in Unity [AI #02]
Просмотров 63 тыс.3 года назад
Add AI damage to your agents in Unity! Agents enter ragdoll when their health drops to zero. The ragdoll hitbox colliders are used for hit detection on the AI. A hit effect is implemented by modifying the colour intensity on the enemy material. The healthbar is implemented in screen-space to keep a consistent size. Kia ora: (0:00) Ragdolls: (1:15) Health Component: (6:13) Hit Boxes: (8:49) Hit ...
Creating your first animated AI Character! [AI #01]
Просмотров 100 тыс.3 года назад
This is the first video of a brand new AI series! Animations are added to the NavMeshAgent by feeding the velocity of the agent as an animation parameter into a blend tree. Following the player is achieved by setting the agent's destination to match the player's position. Enjoy! Support this channel ► www.patreon.com/thekiwicoder Share this video ► ruclips.net/video/TpQbqRNCgM0/видео.html Subsc...
TheKiwiCoder Patreon Launch - Unity + Blender project files
Просмотров 1,3 тыс.3 года назад
TheKiwiCoder Patreon Launch - Unity Blender project files
[#8] Automating the Blender to Unity pipeline using the Preset Manager and AssetPostprocessor
Просмотров 8 тыс.3 года назад
[#8] Automating the Blender to Unity pipeline using the Preset Manager and AssetPostprocessor
[#7] Animating a walk cycle in Blender 2.9 using the Graph Editor
Просмотров 12 тыс.3 года назад
[#7] Animating a walk cycle in Blender 2.9 using the Graph Editor
[#6] Rigging an arm for a walk cycle in Blender | IK or FK?
Просмотров 6 тыс.3 года назад
[#6] Rigging an arm for a walk cycle in Blender | IK or FK?
[#5] Rigging a spine in Blender 2.9 using Child Of constraints
Просмотров 13 тыс.3 года назад
[#5] Rigging a spine in Blender 2.9 using Child Of constraints
[#4] Creating foot roll using drivers in Blender 2.9
Просмотров 8 тыс.3 года назад
[#4] Creating foot roll using drivers in Blender 2.9
[#3] Foot rigging in Blender using IK constraints
Просмотров 37 тыс.3 года назад
[#3] Foot rigging in Blender using IK constraints
[#2] Skinning your character in Blender 2.9 with vertex groups
Просмотров 30 тыс.3 года назад
[#2] Skinning your character in Blender 2.9 with vertex groups
[#1] Creating an armature for your character in blender 2.9
Просмотров 60 тыс.3 года назад
[#1] Creating an armature for your character in blender 2.9
Convert Humanoid animations to Generic with Soxware Interactive Animation Converter
Просмотров 6 тыс.3 года назад
Convert Humanoid animations to Generic with Soxware Interactive Animation Converter
TheKiwiCoder New Discord Server!
Просмотров 6813 года назад
TheKiwiCoder New Discord Server!
[#13] Weapon zooming using Cinemachine 3rd person follow camera
Просмотров 39 тыс.3 года назад
[#13] Weapon zooming using Cinemachine 3rd person follow camera
[#12] Character sprinting using blend trees and animation rigging in unity
Просмотров 16 тыс.3 года назад
[#12] Character sprinting using blend trees and animation rigging in unity
[#11] Unity animated character controller with root motion
Просмотров 46 тыс.3 года назад
[#11] Unity animated character controller with root motion
[#10] Weapon Reloading using animation events in unity
Просмотров 26 тыс.3 года назад
[#10] Weapon Reloading using animation events in unity
[#09] Unity Animation Rigging: Weapon Recoil Patterns using Overide Transform Constraint
Просмотров 31 тыс.4 года назад
[#09] Unity Animation Rigging: Weapon Recoil Patterns using Overide Transform Constraint

Комментарии

  • @mlp4266
    @mlp4266 3 дня назад

    I am praying that this tutorial can save me

  • @nekofiredemon407
    @nekofiredemon407 3 дня назад

    Is there any way to make the spine rotation control bone follow the spine when rotating?

  • @arslankhan2191
    @arslankhan2191 5 дней назад

    I saw these videos back in the day now i was working on a Shooting game ran into the same issue about crosshair. I was thinking about the solution. Then i remembered there was a Legend "TheKiwiCoder" who posted the solution about same issue

  • @fzycold8652
    @fzycold8652 8 дней назад

    Great tutorials! I m just waiting for a editor scripting tutorial which sometimes very very handy

  • @fzycold8652
    @fzycold8652 8 дней назад

    I feel like there is a more elegant way to implement this but still good tutorial tho

  • @DaveyProYT
    @DaveyProYT 9 дней назад

    YOU LITERALLY MADE MY MY DREAM THANK YOU VERY MUCH BRO LY :)

  • @humppack
    @humppack 9 дней назад

    진짜 코드 지울거면 왜 앞에서 왜 만들고 한건지 이해를 못하겠네, 유니티 ㅅㅂ 절대 안한다 ㅈ같네

  • @user-sq1ci5il6o
    @user-sq1ci5il6o 9 дней назад

    no longer available for older versions via the link. больше недоступно для старых версий по ссылке.

  • @forbiddenbox
    @forbiddenbox 11 дней назад

    Please make more editor tutorials, thus series was great to follow

  • @nabilrimaqe4407
    @nabilrimaqe4407 15 дней назад

    i dont have the Rig builder component why ?

  • @vlogershloger7608
    @vlogershloger7608 16 дней назад

    Can this tutorial be followed even if I don't have Weapon Pickup script?Because I wanna make a horror ai who's looking for the player. PS:I'm new with Unity and developing😂

  • @fzycold8652
    @fzycold8652 18 дней назад

    This series are gold. Great job man!

  • @sidneylu7294
    @sidneylu7294 19 дней назад

    Great, it is a good Show!!!

  • @ssitalumni2525
    @ssitalumni2525 19 дней назад

    I know some people voted against it. But for me , personally, i loved the background music that you used for this series. It kind of put me in a trance state when following the videos. Also , you being active in the comments section , long after your last video was published, gives me hope that you will make more content.

    • @TheKiwiCoder
      @TheKiwiCoder 19 дней назад

      It’s a contentious topic! If RUclips just had a separate music audio channel then everyone can be happy. Hope to make more content soon!

  • @ssitalumni2525
    @ssitalumni2525 23 дня назад

    Hi Kiwi . Have you seen a Kiwi RUclipsr named Karl Rock. He is from your country but married to a girl here in India. My word, if you listen to him with your eyes closed, you cant tell the difference. Your sound and accent so closely matches to his. Just incredible. The only difference is that he can speak Hindi as well

    • @TheKiwiCoder
      @TheKiwiCoder 22 дня назад

      Haha, I can hear a slight resemblance.

  • @ssitalumni2525
    @ssitalumni2525 23 дня назад

    At 5:10. I passed out laughing. The jiggle comment 😂

  • @StephenWebb1980
    @StephenWebb1980 27 дней назад

    I've noticed some very odd behavior following this tutorial in particular - I had it working quite well - followed to the 'T', but all of a sudden it just stopped working correctly - it was completely unpredictable, anyone else having issues where we're recording in play mode? [I prefer to record my animations in editor mode using the preview mode but that's neither here nor there]...

  • @StephenWebb1980
    @StephenWebb1980 27 дней назад

    Had an issue where a holstered weapon was moving with the Weapon Aim, So I keyed that off like you've done for items, and then I added a source object on the position constraint to the hip bone and now it works well. 8) Excellent tutorials BTW, really well done.

  • @nuumi7813
    @nuumi7813 Месяц назад

    You are so good man! I couldn't find a better editor on the asset store lol

  • @potat0424
    @potat0424 Месяц назад

    5:39 i literally cant figure out why my animation isnt playing when equipping the weapon, i like wasted so much time and i still dont know why

  • @KathyRoss
    @KathyRoss Месяц назад

    3 years old and still be very handy and useful tutorial, thanks!!!! ❤

  • @BlazingFunk
    @BlazingFunk Месяц назад

    If have the issue, since I made the code changes at the end of the video I see no tracer anymore.

    • @BlazingFunk
      @BlazingFunk Месяц назад

      I was able to fix it by changing in the CreateBullet from bullet.tracer.AddPosition(position) to bullet.tracer.AddPosition(raycastOrigin.position);

  • @KillerzaumGames
    @KillerzaumGames Месяц назад

    Does the hand constraint work to instantiate different weapons or you have to adapt it?

  • @halbschattenmorker9487
    @halbschattenmorker9487 Месяц назад

    you sir, saved my sanity <3

  • @potat0424
    @potat0424 Месяц назад

    greeat tutorial, i have only one small problem, the firerate is too fast no matter which value i put in the Fire Rate.

  • @Killerkraft975
    @Killerkraft975 Месяц назад

    You cant tell how much time you saved me trying to figure this out on my own. Thank you very much

  • @Bobster536
    @Bobster536 Месяц назад

    Doing simmilar thing, except im building a Dialogue Tree, so each node has 3 possible anwsers (3 output nodes) and each leads to a different new dialogue node. In a way simpler design because im using only one type of node (each dialogue serves the same purpose), but having added challenge of managing 3 output ports per node instead of just 1.

  • @iliasbouchallikht9311
    @iliasbouchallikht9311 Месяц назад

    This is a great tutorial!! Thank you, hope to see more from you!

  • @iliasbouchallikht9311
    @iliasbouchallikht9311 Месяц назад

    personally I find it useful to transform the handposition by script, each weapon transforms the position and rotation of the hands and with a parameter int called weaponID in the animator i use different animations, depending on which weapon you hold (e.a. rifle, pistol etc) for those who find i also useful to work this way, here is my script. modification needed to your wishes. Attach this script to your weapon prefab: using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Animations.Rigging; public class RigTransform : MonoBehaviour { [System.Serializable] public class ObjectTransformData { public string objectName; //public Transform obj; public Vector3 newPosition; public Vector3 newLocalRotation; public bool hasNewValues; [HideInInspector] public Transform obj; } public List<ObjectTransformData> objectsToModify = new List<ObjectTransformData>(); public Vector3 thisPosition; public Vector3 thisRotation; private bool initialized = false; private void Update() { if (!initialized) { InitializeObjects(); initialized = true; } if (gameObject.activeSelf) { if (this.transform.localPosition != thisPosition) { this.transform.localPosition = thisPosition; } if (this.transform.localRotation != Quaternion.Euler(thisRotation)) { this.transform.localRotation = Quaternion.Euler(thisRotation); } foreach (ObjectTransformData data in objectsToModify) { if (!data.hasNewValues && data.obj != null) { if (data.obj.localPosition != data.newPosition) { data.obj.localPosition = data.newPosition; } Quaternion newRotation = Quaternion.Euler(data.newLocalRotation); if (Quaternion.Angle(data.obj.localRotation, newRotation) > 0.001f) { data.obj.localRotation = newRotation; } data.hasNewValues = true; } } } } private void InitializeObjects() { foreach (ObjectTransformData data in objectsToModify) { Transform parentTransform = transform.parent; if (parentTransform != null) { Transform objTransform = parentTransform.Find(data.objectName); if (objTransform != null) { data.obj = objTransform; } } } } }

  • @killsnipereye
    @killsnipereye Месяц назад

    How would you go about guns that have for exampe grip attachments where the left hand need to switch between different locations and poses?

  • @WeLoveCreatingGames
    @WeLoveCreatingGames Месяц назад

    Thank you so much! Helped out a lot!)

  • @Roiser101
    @Roiser101 Месяц назад

    Best tutorial for the foot rig. And very simple mechanism.

  • @berkekadircelik6282
    @berkekadircelik6282 Месяц назад

    I dont know if you are still reading these, but I have a small question. I can delete the nodes by using the contextual menus delete button, which triggers the graphViewChange.elementsToRemove like normal. But when I use the delete button, nothing seem to happen. graphViewChange.elementsToRemove not seem to be detect any change. It is not a big problem but I am kinda curious why it doesnt happen, do I need to specifly listen for delete key?

  • @BlazingFunk
    @BlazingFunk Месяц назад

    Hi, I have a similar problem like many others here. I use Unity 2023.2.18f1 and I set the RigLayers Animator like in the video with UpdateMode = normal and CullingMode = Always Animate. With that setting the character is drawing and holstering the weapon but ignoring the weight modifications of the Two Bone IK Constraints. If I change the animator in play mode to UpdateMode = fixed, then it looks well and the Two Bone IK Constraints weight changes have an effect. How can I fix this? I searched in the comments and tried anything but without any luck.

    • @BlazingFunk
      @BlazingFunk Месяц назад

      ok, with Unity2023 for me works to set both Animators to uncheck Animate Physics, Update Mode = normal and Culling Mode = Always Animate.

  • @BlazingFunk
    @BlazingFunk Месяц назад

    I have the problem that for an unknown reason the weapon is not pointing to the crossHair anymore if I delete the Multiparent Constraint.

    • @BlazingFunk
      @BlazingFunk Месяц назад

      Ok, found the problem, I disabled it for testing, but it seems that is a different behavior than removing.

  • @nakzylz
    @nakzylz Месяц назад

    Hey, I am getting an error and once the ai grabs the weapon it just stops and gives me this. NullReferenceException: Object reference not set to an instance of an object AiWeapons.SetFiring (System.Boolean enabled) (at Assets/AiWeapons.cs:85) AiAttackTargetState.UpdateFiring (AiAgent agent) (at Assets/AiAttackTargetState.cs:43) AiAttackTargetState.Update (AiAgent agent) (at Assets/AiAttackTargetState.cs:36) AiStateMachine.Update () (at Assets/Scripts/EnemyScripts/AiStateMachine.cs:32) AiAgent.Update () (at Assets/AiAgent.cs:55) My code appears to be identical to yours.

  • @tommckenzie4385
    @tommckenzie4385 Месяц назад

    If anyone has found this in 2024, and you are having the issue where the gun moves away when you move the camera ... My fix for this was: In the first frame of weapon animation, add a key for the 'Multi-Aim Constraint' on the AimLayer Rig WEAPON POSE, and make the weight = 1. Then, at the last frame of the animation, make the weight = 0. This should fix the weapon moving when you look with the camera, but it still moves with the character (depending on which part you have it constrained to)

  • @PaulMucci
    @PaulMucci Месяц назад

    These two tutorials were incredibly helpful. Thank you for the content.

  • @nakzylz
    @nakzylz Месяц назад

    These would be so much better if you didn’t leave some important stuff out. It makes it very difficult to follow along. For example the holster socket for the ai is never done in the videos, at least not that I can find. Outside of this though, solid tutorial!

    • @TheKiwiCoder
      @TheKiwiCoder Месяц назад

      Sorry about that 😅. It was setup the same way as the player from previous videos (tps playlist)

  • @richardellingson7056
    @richardellingson7056 2 месяца назад

    This might be covered in another video, but if you want the decals to stay on the object they hit, change your hitEffect code like so: hitEffect.transform.SetParent(hitInfo.collider.transform); hitEffect.transform.localPosition = hitInfo.collider.transform.InverseTransformPoint(hitInfo.point); hitEffect.transform.forward = hitInfo.normal; hitEffect.Emit(1); And then make sure the Simulation Space for the Decal's Particle System is set to 'local'

    • @TheKiwiCoder
      @TheKiwiCoder 2 месяца назад

      Interesting. I think hitEffect also needs to be instanced for each new object hit. Or does this actually add the particle as a child?

    • @richardellingson7056
      @richardellingson7056 Месяц назад

      @@TheKiwiCoder I'm not, but I could be doing it wrong 🤔 hitEffect.transform.SetParent(hitInfo.collider.transform); hitEffect.transform.localPosition = hitInfo.collider.transform.InverseTransformPoint(hitInfo.point); hitEffect.transform.forward = hitInfo.normal; hitEffect.Emit(1);

  • @maxvargas1806
    @maxvargas1806 2 месяца назад

    Bros phenomenal, 3 years later still great

  • @LewdicideMouse
    @LewdicideMouse 2 месяца назад

    I absolutely love your series on rigging, and it has been an absolute life saver in a lot of cases, but I'm a little disappointed on the IK side for the arms in this video. Perhaps for a walk cycle, FK would be more useful, but an IK rig for expressive arms is better for character acting a lot of the time. I guess asking for more would defeat the point of the series' beginner-friendliness, but I would love to see you, who has explained everything so far in such great ways, do stuff like bendy bones, UI menus, pose libraries, and more. But that's just me. Thank you for these videos! They're the best!

    • @TheKiwiCoder
      @TheKiwiCoder 2 месяца назад

      Yeah I agree IK is still useful in a lot of scenarios. It’s pretty common to have an IK switch control that can be keyframed to switch between which I didn’t really cover.

  • @magicpixeltree
    @magicpixeltree 2 месяца назад

    What are the benefits of this over the built in unity IK ? I feel like this just adds extra layers/work on top of the base IK system?

    • @TheKiwiCoder
      @TheKiwiCoder 2 месяца назад

      It’s more customisable than the built in IK so it can be used to support any kind of rig not just humanoids. The constraints also run as jobs instead of on the main thread so there’s more opportunity to offload work. You can also design your own constraints specific to your rig

  • @MrAlimobin
    @MrAlimobin 2 месяца назад

    I cant change position of hand during game play mode. its locked help me please.

  • @NextGenPaknot
    @NextGenPaknot 2 месяца назад

    You give so good tips and advices!

  • @abhishekroy7302
    @abhishekroy7302 2 месяца назад

    If I use those effects in my game, and launch it on play store, do I get copyright issues..

    • @TheKiwiCoder
      @TheKiwiCoder 2 месяца назад

      You’ll be fine, the effects are using the standard asset store license: unity.com/legal/as-terms

  • @StickyLabDev
    @StickyLabDev 2 месяца назад

    i hate the bg music , tobe honest

    • @TheKiwiCoder
      @TheKiwiCoder 2 месяца назад

      It would be great if RUclips had a separate music volume control for those who want to mute it

  • @maitrykotak3703
    @maitrykotak3703 2 месяца назад

    IS THIS CODE AVAILABLE in github?

  • @DR-kw4ff
    @DR-kw4ff 2 месяца назад

    thanks mayn. You sir, are amazing!

  • @thebulletkin8393
    @thebulletkin8393 2 месяца назад

    Can you not change the axes when using the cinemachine virtual camera? It doesn't seem to be an option, and my way of controlling the camera makes it rather tough to introduce recoil