P-172: Unity: Space Environment: Part 39: AI version 2, navigation, and actions, VR Test
I have added a navmesh for my AI, and I have started working on the more complex ai features that I intend to implement.
In order to make a convincing Persistent World Game, I need the ai characters to perform actions independent of the player. I have started implementing basic functionality to that end now. If the ai is not being directed by the player, they will use the navmesh to travel to various parts of the station.
What I now need to do is get the ai to actually interact with objects at those locations, so that they can perform actions.
The navmesh works very well, and builds very quickly in unity. I am not sure how it will work in a dynamic environment, with the ai standing on a moving object. I will probably need to modify it or add my own solution.
I also had to scale a lot of the art to correctly match the size of the ai (tables, chairs, etc). I may need to do the same for the player once I add in the character system.
I also tested my game in Virtual Reality for the first time. This went reasonably well, everything worked fine, except for, again, some issues with the Space Exploration engine’s long range camera. There were also some control issues caused by using a keyboard and mouse and the Oculus Rift at the same time, but this is to be expected. The gui’s and menus were also quite blurry in VR, but this is not a major issue, I can just scale them up.

08/11/2016 , 10:26:09 PM
Unity Personal (64bit) – P0Main.unity – New Unity Project – PC, Mac & Linux Standalone*

08/11/2016 , 09:08:55 PM
Unity Personal (64bit) – P0Main.unity – New Unity Project – PC, Mac & Linux Standalone

08/11/2016 , 09:08:26 PM
Unity Personal (64bit) – P0Main.unity – New Unity Project – PC, Mac & Linux Standalone*

08/11/2016 , 09:08:11 PM
Unity Personal (64bit) – P0Main.unity – New Unity Project – PC, Mac & Linux Standalone*
