Setting up an AI with the Setup Manager
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Important: The GameObject you are creating an AI with should have an with an Avatar assigned. An Animator Controller will be created in a further step.
The Setup Manager allows users to easily set up an AI on the desired GameObject by automatically applying all required components. There's also a list of optional components that can be selected that will add additional features and mechanics. The set up process will be finalized after the user has pressed the Setup AI button.
You can open the Setup Manager by going to Window>Emerald AI>Setup Manager or by pressing ctrl+shift+e within Unity.
You should now be able to see the Setup Manager. Look for the AI Object slot and assign the object you would like to be an AI. This object should have an Animator on it. There are text boxes that explain what every setting does and is used for.
Choose a Tag and Layer for your AI. This is dependent on your project and should be kept the same for all AI objects. In this example, we will be using the Enemy layer and tag.
Important: Ensure your tags and layers are correct. Having incorrect tags and layers can result in AI not being able to properly detect targets. These Tags and Layers will be used in another step.
Next, choose whether your AI will use Root Motion or Nav Mesh Movement. Root Motion AI will be driven by their animation's movement. Animations that use In-Place animations should use Nav Mesh Movement.
Important: Selecting the wrong option can cause AI to move incorrectly. If you are unsure what animations your AI is using, you can refer to the Animation Pack's information as it typically tells you.
By default, all Required Components will be added to the AI Object. Users can choose additional components to add from the Optional Components list by checking any of the checkboxes. You can see detailed information via a tooltip for each component by putting the mouse over the ?.
Once you have finished doing all the above, you can press the Setup AI button at the bottom of the Setup Manager. You must have an object assigned to the AI Object slot for this button to become interactable.
Note: Making a GameObject an AI requires the AI Object to be , given that it is a . However, this object can then be made into a new prefab after the set up process has finished.