Emerald AI Wiki
  • Home
  • Getting Started
    • Included Demo Scenes
      • Shooter AI Demo
      • Melee Combat Demo
      • Ranged Combat Demo
      • Summoning AI Demo
      • Healing Demo
      • Patrolling Demo
      • Inverse Kinematics Demo
      • Ragdoll Demo
      • Grenade Demo
      • Footsteps Demo
      • Random Waypoints Demo
      • Dynamic Wandering Demo
      • Health Bar Demo
      • Alignment Demo
      • Explosion Damage Demo
      • Sound Detection Demo
      • Fleeing Demo
      • Mouse Movement Demo
      • Companion Demo
      • Equippable Weapon Demo
      • Optimization Demo
      • Working Villager Demo
      • Debugging Demo Scene
    • Getting Started
    • Baking NavMesh
    • Setting up a Player with Emerald AI
    • Upgrading to URP and HDRP
    • Difference Between Emerald AI 3.0 and Emerald AI 2025
  • Help
    • Solutions to Possible Issues
    • Using the Wiki Search Tool
    • Release Notes
    • Support
  • Emerald Components (Required)
    • Animation Component
      • Creating an Animation Profile
      • Opening the Animation Viewer
    • Behaviors Component
      • Creating an Aggressive AI
      • Creating a Companion AI
      • Creating a Cautious AI
      • Creating a Coward AI
      • Creating a Passive AI
      • Creating a Pet AI
      • Creating Custom AI Behaviors
    • Combat Component
      • Assigning Combat Actions
      • Assigning Attack Transforms
      • Assigning Ability Objects
      • Weapon Type Amounts
    • Detection Component
      • Applying a Head Transform
      • Setting up the Detection Layers and Player Tag
      • Faction Relations
    • Movement Component
      • Using the Align AI Settings
      • Using the Dynamic Wander Type
      • Using the Waypoints Wander Type
      • Using the Stationary Wander Type
      • Using the Destination Wander Type
    • Health Component
      • Setting up an AI's Health
      • Setting up an AI's Hit Effects
    • Sounds Component
      • Creating an AI's Sound Profile
  • Emerald Components (Optional)
    • Adding and Removing Optional Components
    • Cover Component
      • Applying the Cover Component
      • Setting up the Cover Component
      • Setting up Cover Nodes
    • Debugger Component
      • Applying the Debugger Component
      • Drawing an AI's Path
      • Drawing an AI's Destination
      • Drawing an AI's Line of Sight
      • Drawing an AI's Undetected Targets Line
      • Debug Log Targets
      • Debug Log Current Obstruction
    • Decal Component
      • Applying the Decals Component
      • Setting up the Decals Component
    • Events Component
      • Applying the Events Component
      • Creating an Event Through the Editor
      • Creating an Event Through Code
    • Footsteps Component
      • Applying the Footsteps Component
      • Setting up the Footsteps Component
    • Inverse Kinematics Component
      • Applying the IK Component
      • Creating an Animation Rig and Multi-Aim Constraint
      • More Info on the Animation Rigging Package
    • Items Component
      • Applying the Items Component
      • Creating Equippable Weapons
    • Location Based Damage Component
      • Applying the LBD Component
      • Assigning Colliders to the LBD Component
      • Damaging the LBD Component
    • Optimization Component
      • Applying the Optimization Component
      • Setting up the Optimization Component
    • Sound Detector Component
      • Applying the Sound Detector Component
      • Understanding the Sound Detector Settings
      • Using an Attract Modifier
    • Target Position Modifier Component
      • Setting up the TPM Component on an AI
      • Setting up the TPM Component on a Player
    • UI Component
      • Applying the UI Component
      • Setting up the UI Component
    • Weapon Collision Component
      • Applying the Weapon Collision Component
      • Setting up the Weapon Collision Component
  • API
    • Accessing the EmeraldAPI Script
    • Available API
      • Movement API
      • Combat API
      • Faction API
      • Sound API
      • Animation API
      • UI API
      • Detection API
      • Behaviors API
      • Health API
      • Items API
    • Damaging an AI
    • Damaging a Custom Character Controller
    • Using the Built-in Object Pooling
  • Emerald Profiles & Objects
    • Ability Object
      • Bullet Projectile Ability
      • Grenade Ability
      • General Projectile Ability
      • Ground Projectile Ability
      • Aerial Projectile Ability
      • Arrow Projectile Ability
      • Melee Ability
      • Teleport Ability
      • Summon Ability
      • Healing Ability
      • Area of Effect Ability
      • The Collider Module
      • The Damage Module
    • Combat Action Object
      • Blocking Combat Action
      • Dodge Combat Action
      • Strafe Combat Action
      • Random Movement Combat Action
      • Switch Target Combat Action
      • Creating Custom Combat Actions Through Code
    • Reaction Object
      • Creating a Reaction Object
      • Included Reaction Objects
    • Animation Profile
      • Creating an Animator Controller
      • Applying Animations
      • Regenerate Animator Controllers
      • Copying Animation Profiles
    • Sound Profile
      • Creating an AI's Sound Profile
      • Setting up Footstep Sounds
      • Setting up Attack Sounds
      • Setting up Warning Sounds
      • Setting up Death Sounds
    • Waypoint Profile
    • Footstep Surface Object
      • Creating a new Footstep Surface Object
      • Setting up a Footstep Surface Object
  • Emerald Managers
    • Setup Manager
      • Setting up an AI with the Setup Manager
    • AI Duplicator Manager
      • Duplicating an AI
    • Animation Viewer Manager
      • Opening the Animation Viewer
      • Previewing Animations
      • Creating and Applying Animation Events
      • Creating Attack Animation Events
    • Faction Manager
      • Modifying Factions Through the Faction Manager
    • Combat Text Manager
      • Adjusting the Combat Text Settings
      • Accessing the Combat Text System Through Code
  • Integrations
    • Integrations
      • Final IK
      • Invector
      • FPS Engine
      • Dialogue System
      • Quest Machine
      • Love/Hate
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  1. Getting Started

Difference Between Emerald AI 3.0 and Emerald AI 2025

Last updated 21 days ago

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Difference Between Emerald AI 3.0 and Emerald AI 2025

Emerald Al 2025 has been completely rewritten and redesigned from the ground up. Version 2025 builds upon what made version 3.0 great and made it miles better in every way. 2025 includes all previously requested features and tons more.

One of many big improvement is the ability to share data across multiple AI (animations, sounds, inverse kinematics, components, animators, and more). This allows users to set up an AI once and then share that data between other animated models, even if those models have not been set up.

Note: Emerald AI 3.0 is not compatible with Emerald AI 2025.

Below are just some of the improves and new features that Emerald AI 3.0 doesn't have:

  • - Gives AI the ability to search for Cover Nodes and use their positions for cover and attacking.

  • Multi-Component Design - A multi-component design gives developers the flexibility to use only the features they need (through individual components) and allows for an organized and manageable workflow.

  • Improved Workflow - Once you've initially set up an AI, you can share that data between other animated models, even if they have not be set up yet. This improved process allows users to create new AI in a few seconds, instead 5 to 10 minutes per new AI.

  • Improved Code Structure - With the implementation of interfaces, virtual functions, and improved code structure, Emerald AI is far more flexible and easier to modify to create custom functionality.

  • - An included tool that allows users to quickly see an AI's animations in real-time, right within their scene of the Unity Editor, with a timeline, slider, and various settings. Users can also edit and create Animation Events with this tool. The Animation Viewer has a list of preset Animation Events that auto fills the needed parameters for you.

  • - An included tool that allows users to copy the settings from one AI and apply them others. This can be all components or a single component. For AI that have the same named bones, this also allows users to copy complex settings such as Inverse Kinematics and all of an AI's ragdoll components and colliders, if desired. This allows many AI to be created in seconds saving tons of development time.

  • - Objects that hold all of an AI's animations and an Animator. Each time an animation is applied, it updates the attached Animator (so users don't have to apply them manually). They can also be shared across multiple AI.

  • - Objects that hold all of an AI's sound data so they can be shared across multiple AI.

  • - Scriptable Objects that allow you to craft your own abilities through various modules. These modules have tons of settings to create a wide range of attacks such as , , , , , , , , , , and so much more.

  • - Allows AI to determine which footstep sound and effect should play given the received information. The information is either a Game Object's tag or a list of textures that are received from Unity Terrains.

  • - The ability for AI to strafe around their targets and generate attacks helping them catch their targets off-guard.

  • - The ability for AI to detect and block incoming projectiles and melee attacks. This also works for player attacks.

  • - The ability for AI to detect and dodge incoming projectiles and melee attacks. This also works for player attacks.

  • - The ability for an AI's attack to stop if its target is blocking and play a recoiling animation (requires a recoil animation).

  • - Allows an AI's weapons to deal damage based on actual collisions, allowing targets and players to physically dodge attacks.

  • - Allows users to set decal prefabs that will be spawned and positioned when the AI receives damage. This is intended to be used with Unity URP or HDRP's built-in decal system, but can be used with custom solutions as well.

  • Multiple Weapon Types - Use multiple weapon types; two melee weapons, two ranged weapons, or one ranged and one melee weapon.

  • - Allows users to see lots of internal functionality to help identify issues and help with development.

  • - IK has been improved greatly to all use one system that supports, hands, weapons, body, head, and more. It also works with Generic Animation Types.

  • - Allows all of Emerald AI's API to be categorized, better organized, and easily updated when needed.

  • - 25 Demo Scenes are included each showcasing a certain feature or functionality. There are lots of included animations with working AI to help users getting started quickly.

  • Improved Animator Controller - The Animator Controller has been completely redone to be far more flexible, allow for proper animation canceling, and improved animation blending between various states. This allows an AI's movement to look and feel incredibly polished. The amount of attack animations has also been increased to 12.

  • - Allows users to customize the points that abilities spawn from. This can be the barrel of a gun, a hand from a grenade, or the end of a staff. Multiple points can even be used within a single animation.

  • Customizable Behaviors, Abilities, and Combat Actions - Allows users to write their own scripts that derive from Emerald AI classes to create custom behaviors, abilities, and combat actions.

  • Proper Hit Animation Canceling - Allows any animation state to be canceled by a getting hit animation. Users can even control which animations states are allowed to be canceled through an AI’s Animation Profile.

Cover Component
Animation Viewer
AI Duplicator
Animation Profiles
Sound Profiles
Modular Abilities
bullets
grenades
teleporting
melee
spells
area of effect
aerial projectiles
ground projectiles
healing
summoning
Footsteps
Strafing
Blocking
Dodging
Recoiling
Weapon Collisions
Decals Component
Debugging Tools
Inverse Kinematics (IK)
Improved API
Improved Demo Scenes
Multiple Attack Transforms