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Tagged: RAIN Patchnotes RAINv2.1
This topic contains 8 replies, has 6 voices, and was last updated by Thodi 1 year, 6 months ago.
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August 15, 2022 at 6:23 pm #32873
Hello All! The newest RAIN is here! The upgrade includes a new interface, wiki docs, and new tutorials. Get the lasest version and head over to the Tutorials page for a walkthrough and Sample Project
http://rivaltheory.com/community/tutorials/
To grab the latest version of RAIN please click “Check for Updates” in your RAIN menu or if you don’t have RAIN in your project download it here http://rivaltheory.com/rain/download/
—————————————IMPORTANT NOTES:
- This release is only valid for Unity 4.3 or later. It won’t work on Unity 4.2.x or earlier.
- If I see an error message like this: ‘RAIN.Navigation.NavigationManager’ does not contain a definition for ‘instance’; change ‘NavigationManager.instance’ to ‘NavigationManager.Instance’RAIN 2.1 Release Notes
Upgrades:
- Wiki documentation has been significantly upgraded. Click on the red question mark symbol in any RAIN Editor and you will be linked to relevant help from the wiki.
- Numerous performance improvements throughout RAIN.
- - Reduced GC time
- - Improved pathfinding speed
- - Improved memory access speed
- - Improved expression evaluation speed
- Tree binding subtrees are now visible in the Behavior Tree editor when a “Current AI” is selected.
- Added support for dragging/moving list items in RAIN Editor windows
- Improved color choosers and visualization toggles throughout the RAIN Editor
- Behavior tree editor now indicates the last return value of each node during debugging
- Added damping time to Mecanim Motor parameters
- Added code support for enumerating Custom Elements on the AI
- MoveLookTarget positions are now displayed in AI memory, making movement debugging easier
- Behavior Trees may now be placed in subfolders within the Behavior Tree folder structure. This helps organize large collections of behaviors.Changes:
- Move action will now return success or failure based only on movement, not on facing, when both face and move targets are indicated.
- Misc. API changes. See code comments and API docs for details.
- Mecanim Motor UI cleaned up, now only shows parameters in use.
- Navigation Target range is now used as a close enough distance when moving to the target
- Behavior Tree nodes are now placed inline when added through the Behavior Tree editor, rather than at the end of the current container node.
- gameobject(“objectname”), navigationtarget(“targetname”), and waypoints(“waypoint route/network name”) as functions usable in Expressions.Bug Fixes:
- Fixed bugs with Expression evaluation
- Fixed unary operators not parsing correctly in Expressions
- Fixed an issue with waypoint patrol routes not resuming properly after interruption
- Fixed an issue with jitter when using both Move and Face targets simultaneously
- Fix for importing behavior tree XML (was not saving).
- Removed check for incorrect animations as it won’t compile for WP8.
- Fix for close enough distance (on Move node) not being used in some cases.
- Misc. editor fixes and stabilizationOther:
- The RAIN Editor now sends an anonymous ping to the update server once every 24 hours. No personal data is sent, only the RAIN version #, Unity version #, and unique device id. See the Rival Theory privacy policy (http://rivaltheory.com/privacy-policy/) for more information, and feel free to contact us at support@rivaltheory.com with any questions.August 15, 2022 at 8:44 pm #32876Big up ! just say thank’s
August 15, 2022 at 10:22 pm #32878You’re very welcome!
August 21, 2022 at 7:42 am #32956Thanks
August 25, 2022 at 2:18 am #33001This is awsome ! I love it!
Thanks guys!August 25, 2022 at 5:07 pm #33014September 4, 2022 at 10:55 am #33118Hi there, thanks for the update all looks cool.
I have installed it, with Unity 4.5 … now I am getting four compile errors:Assets/AI/Actions/CheckBlockingWolfTarget.cs(51,106): error CS1061: Type
RAIN.Entities.Aspects.RAINAspect' does not contain a definition for
Forward' and no extension methodForward' of type
RAIN.Entities.Aspects.RAINAspect' could be found (are you missing a using directive or an assembly reference?) Assets/AI/Actions/CheckBlockingWolfTarget.cs(51,71): error CS1502: The best overloaded method match for `UnityEngine.Vector3.Angle(UnityEngine.Vector3, UnityEngine.Vector3)' has some invalid arguments Assets/AI/Actions/CheckBlockingWolfTarget.cs(51,71): error CS1503: Argument#2' cannot convert
object' expression to type `UnityEngine.Vector3' Assets/AI/Actions/CheckBlockingWolfTarget.cs(55,36): error CS0019: Operator<' cannot be applied to operands of type
object' and `float'All in the code:
using UnityEngine; using System.Collections; using System.Collections.Generic; using RAIN.Core; using RAIN.Entities.Aspects; using RAIN.Action; using System.Linq; [RAINAction] public class CheckBlockingWolfTarget : RAINAction { public CheckBlockingWolfTarget() { actionName = "CheckBlockingWolfTarget"; } public override void Start(AI ai) { base.Start(ai); } public override ActionResult Execute(AI ai) { if(ai.WorkingMemory.ItemExists ("blockingWolfTargets")) { var currentPosition = ai.Kinematic.Position; var matches = ai.WorkingMemory.GetItem<List<RAINAspect>>("blockingWolfTargets"); var filteredMatches = new List<RAINAspect>(matches); foreach(var match in matches.ToList ()) { var form = match.Entity.Form; if(form == null) { matches.Remove (match); continue; } //var inCombat = match.Entity.Form.GetComponentInChildren<AIRig>().AI.WorkingMemory.ItemExists ("attackTarget"); var nonAiWolfBehaviourScript = form.GetComponent<NonAIWolfBehaviour>(); if(nonAiWolfBehaviourScript.currentTarget != null) { continue; } var angleBetweenDirections1 = Vector3.Angle (ai.Kinematic.Forward, match.Forward); var angleBetweenDirections2 = Vector3.Angle (ai.Kinematic.Forward, match.Position - ai.Kinematic.Position); // if(angleBetweenDirections1 < 1f angleBetweenDirections2 < 1f Mathf.Abs(Vector3.Distance(currentPosition, match.Position)) <= 2f) if(angleBetweenDirections1 < 1f && angleBetweenDirections2 < 1f && Mathf.Abs(Vector3.Distance(currentPosition, match.Position)) <= 2f) { continue; } filteredMatches.Remove (match); } if(filteredMatches.Count == 0) { ai.WorkingMemory.RemoveItem ("blockingWolfTargets"); return ActionResult.FAILURE; } return ActionResult.SUCCESS; } return ActionResult.FAILURE; }
Help please? Would be much appreciated … thanks … ps sorry if this question is in the wrong place.
- This reply was modified 1 year, 6 months ago by prime. Reason: edited to add code tags for readability
September 4, 2022 at 4:24 pm #33123Sorry, we meant to deprecate the method rather than just pulling it entirely. To get the forward angle of the aspect, you could do:
Vector3 tForward = Quaternion.Euler(match.Orientation) * Vector3.forward;
September 5, 2022 at 9:22 am #33135Ok, thanks … fyi we found unity 4.5 unworkably slow have rolled back to 4.3 and RAIN 2.0 … so we’ll try your suggestion down the line.
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