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  • 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
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      • Creating Custom AI Behaviors
    • Combat Component
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      • Applying a Head Transform
      • Setting up the Detection Layers and Player Tag
      • Faction Relations
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      • Using the Align AI Settings
      • Using the Dynamic Wander Type
      • Using the Waypoints Wander Type
      • Using the Stationary Wander Type
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    • 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
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    • Debugger Component
      • Applying the Debugger Component
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    • 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
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      • Applying the UI Component
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      • Applying the Weapon Collision Component
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    • Available API
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    • Damaging an AI
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      • The Collider Module
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      • Blocking Combat Action
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    • Reaction Object
      • Creating a Reaction Object
      • Included Reaction Objects
    • Animation Profile
      • Creating an Animator Controller
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    • 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
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      • Modifying Factions Through the Faction Manager
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      • 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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On this page
  • Importing the Integration Package
  • Invector Shooter
  • Invector Melee
  • Setting up your own AI with Invector
  • InvectorAIBridge
  • Setting up an AI's Tags and Layers
  • Setting up your own Invector Player
  • InvectorPlayerBridge
  • Shooter Manager

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  1. Integrations
  2. Integrations

Invector

Last updated 1 year ago

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Important: Emerald AI 2024 v1.0.6 or higher is required for Invector support.

Importing the Integration Package

To add support for Invector, users will need to import the Invector integration package. This can be found under Emerald AI>Integrations>Invector. There are two versions; chose the one you have the asset for (either Melee or Shooter).

Invector Shooter

If you are using Invector Shooter asset, you should import the Invector Shooter Integration UnityPackage. It's worth noting that the shooter integration package will also work with Invector's melee weapons.

After you have imported, you will have a scene to test the Invector player. This is located under Integrations>Invector>Shooter>Demo Scenes>Invector Shooter Integration. This scene will have an Emerald AI demo AI that will attempt to fight an example Invector player. You will be able to target, damage, and kill the demo AI. It will also be able to damage and attack the Invector player. There will be two ranged weapons and one melee weapon the player can use to fight the demo AI.

Invector Melee

If you are using Invector Melee asset, you should import the Invector Melee Integration UnityPackage.

After you have imported, you will have a scene to test the Invector player. This is located under Integrations>Invector>Melee>Demo Scenes>Invector Melee Integration. This scene will have an Emerald AI demo player that will attempt to fight an example Invector player. You will be able to target, damage, and kill the demo AI. It will also be able to damage and attack the Invector player.

Setting up your own AI with Invector

Included with both integration packages are two scripts. These scripts are bridge scripts that allow Emerald AI and Invector to send damage to each other.

InvectorAIBridge

The InvectorAIBridge script should go on your AI, if you want it to receive damage from an Invector player. It will automatically take the health values from your AI's Emerald Health Component. You can do this by searching for the InvectorAIBridge script and dragging it onto your AI.

Important: If you do not have a InvectorAIBridge script on your Emerald AI agent, it will not be able to receive damage from the Invector Player.

Setting up an AI's Tags and Layers

It is important that you properly setup your AI's Tag and Layer. For this tutorial, and the example Invector scenes, the Enemy Tag and Enemy Layer was used. These are the tags and layers included with Invector. However, you are free to use the ones for your project, just make sure that you have set these up through your AI's Detection Component.

Since the AI are using the Enemy layer, the Enemy layer needs to be added to every AI's Detection Component to allow them to be properly detected.

Important: Not properly setting up your AI's Tags and Layers, as well as setting their layer to the AI's Detection Layer, can cause AI to not be properly detected. Also, ensure you set your Player Unity Tag to Player, which is the default tag that Invector Players come with.

Setting up your own Invector Player

InvectorPlayerBridge

The InvectorPlayerBridge script should go on your Player, if you want it to receive damage from an Emerald AI agent.

Important: If you do not have a InvectorPlayerBridge script on your Invector Player, it will not be able to receive damage from Emerald AI agents.

You will also need to set your Player's faction through the Faction Extension component. For this tutorial, the Player faction is used.

Shooter Manager

Important: If you skip this step, your Invector Player may be unable to damage Emerald AI agents. Ensure that you set the layers that your project/AI. For this guide, The Enemy layer is used for AI agents and the BodyPart layer is used for Location Based Damage parts.

Upon applying the InvectorPlayerBridge to your Invector Player, you will need to set the Transform Source for the Target Position Modifier. See the for tutorial on doing this.

Your Invector Player's Shooter Manager needs to have the layer of your AI add to its Damage Layers. If your AI is using a , you will also need to have these layers added to the Damage Layers. Invector recommends using the BodyPart layer for internal colliders.

This concludes the tutorial. Test your Invector Player and AI to ensure everything works correctly. If something doesn't work, go through the tutorial to ensure no steps were missed. You can also test the included Invector example scenes to see how everything was set up. Feel free to reach out on if you need assistance.

Setting up the TPM Component on a Player
Location Based Damage Component
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