Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Jason-H · May 10, 2014 at 07:02 AM · shaderraycastai

How to render AI view area (taking obstacles into consideration)

Hi, I’m trying to create a view spectrum for some AI characters similar to that of the old game Commandos. I’ve found a good example of someone doing the same within Unity at the link below however this solution seems overly complicated and I was wondering whether there is an easier way of doing it?

https://www.youtube.com/watch?v=FdwdkVB36dQ

My basic understanding of his system after reading the comments can be broken down into 3 steps.

  1. First he finds all the corner points of walls/buildings that cannot be seen through and then considering where the eye position is he creates quads based on whether the corners are visible (I assume with raycasts). The first vertex of the quad is at the first corner visible to the eye, the second is at the next visible corner, the third and fourth are points at the same angle as the previous two points but further away from the eye to create the area of the quad.

  2. A simple triangle is rendered as the eye’s view.

  3. Finally a shader has been set up whereby the eye’s view triangle is not displayed if hidden behind the generated quads that were made in step 1.

So my questions are; Is there a simpler way to set this up? Or if this definitely is the best way, do you have any extra tips/considerations I might need to think about?

Extra notes:

  • This will be a mobile game so processing speed needs to be considered. This method would need new triangles to be generated every frame as my AI characters (and their eye) will be moving / patrolling.

  • My obstacles will be fairly simple - mainly cuboids (rectangles).

  • If it helps, the rest of Leopotam Beast’s process of this is somewhat documented on his blog under the tag ‘commandos’ (open in chrome for english translations):

leopotam.blogspot.com.au/search/label/commandos

Unity Forums post: http://forum.unity3d.com/threads/245238-Rendering-AI-view-area-taking-obstacles-into-consideration

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

21 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How do I restore a shader after a raycast? 1 Answer

issue with AI shooting other AI 0 Answers

How to make "enemy" have a frustum(cone) view and not a circle radius 2 Answers

Enemy to move out of way of player 1 Answer

Raycasting crashing Unity? 3 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges