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. Help

Solutions to Possible Issues

This page will cover common issues and how to resolve them.

Last updated 21 days ago

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Animation Events are not saving after creating them with the Animation Viewer.

If your Animation Events are not saving through the Animation Viewer, it is because your animation/fbx model object does not have Read/Write enabled. To enable this, select your animation that's not saving Animation Events and go to its settings for its attached fbx object.

Find the Read/Write setting (located within the Model tab of your fbx object that the animation is a part of) and enable it. Ensure you press the Apply button to save the changes.

An AI's ability or projectile isn't spawning from its weapon or is spawning from its head transform.

Not applying an Attack Transform will cause abilities to spawn from the AI's Head Transform source (which is done as a failsafe so an AI can still function without throwing an error). You can choose where abilities spawn from by setting an AI's Attack Transform. A tutorial for this can be found here:

How do I add or remove optional components to an AI after setting up with the Setup Manager?

At any time, users can add or remove Emerald Components from their AI. For a guide on this, see the section.

Where can the Emerald AI 2025 Wiki be found while in Unity or the Emerald AI Editors?

At any time, if you need quick access to the Emerald AI 2023 Wiki, you can pressing the ? icon in the upper right corner of an Emerald Component. This will take you to the Emerald AI Wiki for that specific component. You can also go to Window>Emerald AI>Emerald AI Wiki within Unity.

Aggressive AI detects attacker, but doesn't attack right away and just stays stationary.

If this is happening, it is most likely because the Aggressive AI has its Cautious Seconds higher than 0. AI who use this setting turn into Cautious AI, which allow them to wait to attack until the duration of the Cautious Seconds has lapsed. Simply set the AI's Cautious Seconds to 0 will disable this feature. For more information on this, you can see the section.

AI randomly falls into the ground or goes into T pose.

This happens when an AI is missing a needed animation somewhere. This is typically a movement animation, a turning animation, an idle animation, or an attack animation. Check the AI's Animation Profile and assign any missing (required) animations. for a list of required animations.

AI will not move when I play the scene and you receive the error "SetDestination" can only be called on an active agent that has been placed on a NavMesh."

This can also happen if an AI is not placed close enough to the baked Nav Mesh in a scene.

AI plays attack animation, but does not do any damage.
AI's attack events are firing late or the damage being applied is delayed.

This typically happens when an AI's attack animation has Loop Time set to true, which doesn't allow the EmeraldAttackEvent to fire reliably or accurately.

This can be resolved by ensuring an AI has all of their attack animation's Loop Time set to false.

AI's attack animations are hiccupping or transitioning incorrectly.

This typically happens when an AI's attack animation is set to loop, which doesn't allow attack animations to transition correctly resulting in a noticeable skip or hiccup.

This can be resolved by ensuring an AI has all of their attack animation's Loop Time set to false.

AI won't use Inverse Kinematics to look at targets or the player.
AI won't attack target, but will attack other AI targets.
I can't see waypoints or the Debugger Tools.
I receive errors after importing Emerald AI 2025.

If you are receiving errors after importing Emerald AI 2024, it's because you did not import the Animation Rigging Package when asked to. You can resolve this by importing the Animation Rigging Package through the Unity Package Manager.

I receive the error "The type or namespace name 'Rigging' does not exist in the namespace 'UnityEngine.Animations' (are you missing an assembly reference?)" or "The type or namespace name 'Rig' could not be found (are you missing a using directive or an assembly reference?)".

If you are receiving these errors, it's because you did not import the Animation Rigging Package when asked to. You can resolve this by importing the Animation Rigging Package through the Unity Package Manager.

I receive a Transform error related to the Emerald Inverse Kinematics component or the Animation Rigging system.

This is a Unity bug with the Animation Rigging system, but it can be resolved by ensuring you don't have any identically named child GameObjects within the AI.

An AI's projectiles are going through targets or other objects.

All projectile ability's allow users to control which layers the projectiles are allowed to collide with. Any layers that are not included within the ability's Collidable Layers will be ignored.

Ensure you have add your targets' layer, and any other objects' layer, you want the ability to collide with to the ability's Collidable Layers within the Collider Module.

AI is ignoring Y position movement with their attack animations.

This happens because the AI's Y movement is locked to their Nav Mesh Agent component.

This can be resolved by setting the Baked Into Pose to true with all of an AI's attack animations.

(Magica Cloth Only) My AI's Skinned Meshes disappear or the cloth physics stop working after using a teleporting ability.

The Reset After Teleporting option needs to be enabled within the World Influence setting of the MagicaMeshCloth script.

Is the Emerald AI Wiki available in other languages?

You can use your web browser's translation tool to translate the entire wiki to the desired language. All links and text will then be updated to the language you set.

I get warning messages after importing Emerald AI 2025.

These warning messages can be ignored and should only display the first time you import Emerald AI. Animations often give import messages related to retargeting.

If an AI does not move while in runtime, it's most likely because the scene does not have any baked Nav Mesh. For a guide on baking Nav Mesh in a scene, please see the section of the Emerald AI Wiki.

This happens because an AI is missing its EmeraldAttackEvent. Ensure that all attack animations have an EmeraldAttackEvent. For a detailed guide on this, see the .

If an AI is not looking at their targets or at the player, it is most likely because an has not be applied to that AI.

If an AI has the Inverse Kinematics Component applied, and it is still not looking at targets, ensure that its have been properly assigned.

If your AI is attacking and targeting other AI, but not the player, this is likely due to the Detection Settings being set up incorrectly. Ensure that you have created a , that you have applied the to your AI, and that you have set up the player with the required components.

If you can't see waypoints or the Debugger Tools, make sure is on. If you can't see waypoints and the Gizmos Option is enabled, you need to have the Waypoint Settings tab open and the AI selected in order to see the waypoints.

Baking NavMesh
Setting up an AI's Attack Animations
Inverse Kinematics Component
Detection Layers and Factions
faction for your player
Player's Tag
Unity's Gizmos Option
https://black-horizon-studios.gitbook.io/emerald-ai-wiki/emerald-components-required/combat-component/assigning-attack-transforms
Adding and Removing Optional Components
Aggressive AI
See here