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Clockworks Games
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Добавлен 2 дек 2014
Clockworks Games is a one-person hobbyist computer game company that creates Unity assets and RUclips videos, especially focused on Unity AI. I have also made a few complete games including Sharkferno on the Oculus Rift.
5 Tips for Setting up an ML-Agents Environment in Unity
This video gives 5 tips for setting up an ML-Agents environment. The ML-Agents toolkit supports deep reinforcement learning in Unity.
Please see my prior videos on "Humanoid AI in Unity" for background:
ruclips.net/p/PLK4JsfnQ3C4PC5pu6_DOM0zbEFEMoRLEU
A future video will similarly give tips to help with the ML-Agents training process.
Please subscribe!
#unityai #unitynpcs #mlagents
Please see my prior videos on "Humanoid AI in Unity" for background:
ruclips.net/p/PLK4JsfnQ3C4PC5pu6_DOM0zbEFEMoRLEU
A future video will similarly give tips to help with the ML-Agents training process.
Please subscribe!
#unityai #unitynpcs #mlagents
Просмотров: 2 283
Видео
Three Brain-Level Approaches to Humanoid Agents in Unity
Просмотров 9642 года назад
This video discusses three alternate approaches that could be taken for intelligent humanoid agents in Unity using the ML-Agents toolkit. The three approaches roughly correspond to three levels of the brain. Please see my prior videos on "Humanoid AI in Unity" for background: ruclips.net/p/PLK4JsfnQ3C4PC5pu6_DOM0zbEFEMoRLEU And please see ruclips.net/video/zykJLK6W3ec/видео.html for a worked ex...
Humanoid AI using ML-Agents in Unity - Preview
Просмотров 1,6 тыс.3 года назад
This quick (3 minute) video shows the result of initial experiments to develop intelligent non-player characters (NPCs) based on deep reinforcement learning, using the ML-Agents toolkit in Unity. An NPC tries to catch a wandering dog and is often successful. Please see my prior videos on "Humanoid AI in Unity" for background. ruclips.net/p/PLK4JsfnQ3C4PC5pu6_DOM0zbEFEMoRLEU Please subscribe! I ...
Understanding Unity ML-Agents part 2: Agents
Просмотров 1,4 тыс.3 года назад
This video continues the Unity ML-Agents tutorial started in the last video and focuses on how agents work in ML-Agents. Subsequent videos will show experiments that try to use ML-Agents for humanoid NPCs. Unity ML-Agents website: unity.com/products/machine-learning-agents. The ML-Agents github site is github.com/Unity-Technologies/ml-agents. One way to get a git client (if you are running on W...
Understanding Unity ML Agents part 1: Concepts
Просмотров 2,3 тыс.3 года назад
This video begins explaining Unity ML-Agents by clarifying concepts from deep reinforcement learning. Subsequent videos will go over examples in detail and then will show experiments that try to use ML-Agents for humanoid NPCs. Unity ML-Agents website: unity.com/products/machine-learning-agents Timestamps: - 0:00 - Introduction - 1:35 - Motivation - Why an introduction to ML-Agents? - 4:54 - Ar...
NPC Populator 2.0
Просмотров 4,3 тыс.3 года назад
This video demonstrates how to use the new NPC Factory from the NPC Populator version 2.0. assetstore.unity.com/packages/tools/ai/npc-populator-95019 This video is #9 in the series "Humanoid AI in Unity." ruclips.net/p/PLK4JsfnQ3C4PC5pu6_DOM0zbEFEMoRLEU The video uses the POLYGON City Pack from the Unity Asset Store as an example: assetstore.unity.com/packages/3d/environments/urban/polygon-city...
Urban Waypoint Assistant Tool for Unity
Просмотров 9703 года назад
This video demonstrates the Urban Waypoint Assistant Tool for automatically placing waypoints in a Unity scene, explains how the tool works, and how it is used. The tool is included in the new release of the NPC Populator, available in the Unity Asset Store: assetstore.unity.com/packages/tools/ai/npc-populator-95019 The video uses the POLYGON City Pack from the Unity Asset Store: assetstore.uni...
Waypoints in Unity - Love 'em or Hate 'em?
Просмотров 3,3 тыс.3 года назад
Waypoints are destinations for autonomous, wandering AI non-player characters. And yet they seem sort of "rigid." Wouldn't a true AI-driven character be able to navigate the world without waypoints? This video shows how waypoints are used, and suggests some future directions for more sophisticated approaches. This page from the Unity Manual is mentioned: - Making an Agent Patrol Between a Set o...
Combining Unity NavMesh with Humanoid Animation
Просмотров 19 тыс.3 года назад
Bring your humanoid characters to life by combining Unity's NavMesh navigation with Mecanim animation. Combining these can be tricky, and this video show you how to do it to create autonomous, AI-driven animated humanoid NPCs for your games and simulations. These pages from the Unity Manual are mentioned: - Using NavMesh Agent with Other Components - docs.unity3d.com/Manual/nav-MixingComponents...
Unity NavMesh on an Asset Store Environment
Просмотров 4,4 тыс.3 года назад
Add AI navigation to a Unity scene in just a few minutes using NavMesh. There are several good RUclips videos on Unity NavMesh, but they tend to show “toy” examples where the environment is just some geometric shape. This video shows how to create a NavMesh for a more complex scene, such as one you might but from the Unity Asset Store. In particular, the POLYGON City Pack is used here as an exa...
Unity Asset Reviews: Human Models
Просмотров 1,2 тыс.3 года назад
This video is #4 in the series "Humanoid AI in Unity." See the series at ruclips.net/video/Yx579wvJl_4/видео.html This video reviews several assets from the Unity Asset Store for creating human models. The video also highlights Autodesk Character Generator. Unfortunately, as of August 2021, Autodesk no longer provides Character Generator as a standalone subscription. It is still available for p...
Create a Walking Robot in 15 Minutes using Unity
Просмотров 9 тыс.3 года назад
This video is #3 in the series "Humanoid AI in Unity." See the series at ruclips.net/video/Yx579wvJl_4/видео.html This video demonstrates how to use Unity to create an animated, walking humanoid robot in just 15 minutes. This is to set up a testbed for Unity AI that will be used in figure videos of the series. This video references the prior video on "What is a Humanoid Model in Unity" at rucli...
What is a Humanoid Model in Unity?
Просмотров 1,5 тыс.3 года назад
This is the first technical video in the "Humanoid AI in Unity" series, after the introduction, and defines what a humanoid model is in Unity. See the Clockworks Games website at clockworks-games.com/ Subscribe to the Clockworks Games Facebook group: GamesFromTheClockworks #unityai #gamedevai #unityhumanoid
Humanoid AI in Unity - Introduction
Просмотров 1,7 тыс.4 года назад
This is the introduction to a series of videos on Humanoid AI in the Unity game engine. See the Clockworks Games website at clockworks-games.com/ Subscribe to the Clockworks Games Facebook group: GamesFromTheClockworks #unityai #gamedevai #unityhumanoid
Hand Painted Island In VR
Просмотров 1085 лет назад
A simple demonstration of navigating an environment from the Unity Asset Store in VR. Instructions to set this up are in the Clockworks Games blog.
Dynamic Waypoints for the Flying Drone Toolkit
Просмотров 8258 лет назад
Dynamic Waypoints for the Flying Drone Toolkit
Flying Drone Toolkit for Unity, VR-Enabled
Просмотров 6 тыс.8 лет назад
Flying Drone Toolkit for Unity, VR-Enabled
Unity Asset Recommendations: Tools for Human Figures
Просмотров 3,4 тыс.9 лет назад
Unity Asset Recommendations: Tools for Human Figures
Add Flying Drones to your own Unity Environment
Просмотров 1,8 тыс.9 лет назад
Add Flying Drones to your own Unity Environment
Flying Drone Toolkit for Unity - Quick Start
Просмотров 1,3 тыс.9 лет назад
Flying Drone Toolkit for Unity - Quick Start
Unity Flying Drone Toolkit Introduction
Просмотров 5 тыс.10 лет назад
Unity Flying Drone Toolkit Introduction
Great video! Can not understand why the algorithm is not showing you love!
:)
That movement is wrong, it slides, is not the right way to do it, and that code from Unity api is useless
There are many ways to implement this, with tradeoffs between difficulty and correctness. As I said in the video, this is a simple solution that works in most cases and would be improved with a more complete set of animation clips. If you have a better approach, please go ahead and post it. I and others would be interested in your solution.
All tutorials just show how to move with root animation and navmesh, but the real problem is when the enemy reach the player and attacks with root motion, then can go through navmesh
Right, this video does not include the case when players / enemies collide / fight, etc. The example shown is just wandering / patrolling behavior.
Great video! Is it possible for you somehow to share o show all the animation clips. I´d love to see how turn left and right animations were made to work with navmesh. Thanks for the video!
Thanks for the nice comment! All the animation clips are from the Unity Standard Assets which used to be available for free on the Asset Store, but unfortunately are no longer available.
too much sliding
I agree. As I said in the video, there is less foot sliding for forward motion. The foot sliding is worse when the NPC turns around, mostly because the animation clips do not include this type of motion, like walking backwards. The video is intended to show the general approach.
idiot never mentioned all waypoints need to be in a gameobject called "Waypoints" took me hours to find this would take you 2 seconds to say it
Hey there. Fantastic tips! Im planning to conduct a ML project on unity, and was wondering on the training speed i could achieve. On an environment like the one you created, how many instances could you get running simultaneouly? At 1:00 you seem to have 8 instances, but have you stress tested this limit? Also, does the timescale value you use (i remember seeing 20x in your other video) affect the training performance, or does it make no difference at all? Thanks!
Thanks for your comments and questions. I had not really stress tested the system in the video much beyond what is shown. So yes, there were 8 instances of the environment, but I had not tried more than that. I think you are right about training at 20x, but I had not tried other values to see how the results would compare. There are so many permutations of things that could be tried! Sorry not to have better answers. Good luck on your project!
It works great! Thank you!
Glad it helped!
please used simple English my dear teacher.
Sorry if you had trouble understanding the video. I try to use pretty simple English but can't be too simple given the complex topic.
I'm kinda sad I can't find the City Slum asset. I want to make at least a demo / concept of a Saints Row 1 & 2 type game (The reboot came out a couple days after my bday and even though I knew it was bad from the trailer it still annoyed me so much that I want to create my own version even if it's something kind of like the OG Demo of Saints Row). The assets used in this video give me such Saints Row 1 vibes though I find it super weird on unity that people make realistic looking world assets yet it's so hard to find realistic looking characters as in Pedestrians, Police, etc. I'm probs going to to use the PolyGon packs which are super cool but takes away from the original vision slightly but no matter what I make it can't be worse than what Deep Silver/Volition put out
I really like the City Slum asset. Too bad it is no longer available. Good luck finding assets that will work for you!
@@ClockworksGames I did find a Russian download to it so I could use it in a demo scene obvs not for releasing and Thank you idk if I want to create a full game but I just want to create a little demo even if it's just for me to enjoy and to be like I made this and it's fun (hopefully it's fun lol). Good Luck with whatever you are working on now :)
I just subscribed now you got 1k subs buddy
Thank you! (Sorry for the delayed reply; I was traveling.)
@@ClockworksGames worry out king
What do I have to do not to have my character walk through cars. I put the collider on my character. Do the cars need a collider too?
Yes, the car would also need a collider.
Hey, I know Im late to the party but wanted to say Im really enjoying this Humanoid AI series. I am following along with similar city assets, however since this came out it seems Unity has changed the way that NavMesh works. Does your methodology for creating the NavMesh still hold true, or is there something different to watch for? Also, would your NPC Populator asset work with the new way that NavMesh works? Thanks very much
Thanks for your feedback on the Humanoid AI video series. Unfortunately, I have been busy with some consulting work over the past year, and it has been a while since I have created a new video, but I do hope to get back to it. Regarding your question, I recently tested my NPC Populator Unity asset in Unity 2022 and 2023 and it still works. I think the same should be true for the techniques shown in this video. Please let me know if you encounter any problem or if you think anything has changed. As far as I know, it should all still work. Unity has reorganized NavMesh into an optional package and added some new capabilities, but I believe it is still backward compatible.
@@ClockworksGames Thanks for the reply, Im glad you are still alive and kicking! I really enjoy your teaching style, and Im looking forward to updates to the the ML Agents side of things. Good to hear that NPC Populator is still valid, so thats a definite buy from me.
Thanks for this tutorial it cleared up a lot I couldn't pickup from the mlagent documentation
I'm glad the video was helpful!
For a crouch idle and crouch walking animation movement, do we need to create a separate blend tree like the 'Move' or will it be in the same tree?
For crouching movement, I would create a separate blend tree in the same animator controller.
This a great review, thank you! It's been 2 years since it's been released, do you have other recommendations of human models assets?
Unfortunately, since I made this video, Autodesk no longer provides their tool for creating human models for free. I had thought that was one of the best. I haven't evaluated many of the recently-released assets. It may be worth checking out UMA. Models from Reallusion look to be of high quality. They offer a couple of free ones, but most of their models are not free.
U shold have more subscribers this content is NUTS
Thanks!
unity is so hard, im trying to import animations from blender and follow steps but its not working anyways
Unfortunately I don't have experience importing animations from Blender.
Eccellente Thanks for this video. I was looking for an easy to use "character creator". I liked the first, last and autodesk results. Grazie ✌️
Thanks for the comment! Unfortunately, Autodesk is no longer providing their tool for creating characters for free.
Congratz! I'm your 900th sub. :)
Fantastic! Thanks for subscribing!
What will be your approach to solve the issue of jerking movement of the humanoid
Please see the videos I made after this one, especially: ruclips.net/video/nIozvpOsb0Q/видео.html.
Hey I did it in a similar way myself. Very helpful video for beginners. Kudos
I'm glad the video was helpful!
Its funny that I worked on a Quest2 game in the same island for my university's museum
Very cool! Is there any way that I could see what you made?
How can i get that animations? By the way nice video
Thanks for the comment! Unfortunately, Unity no longer has these free animation clips available, which I think is a loss in terms of being able to use them for tutorials like this one. There are different free and paid animation clips available, but the controller would need to be a bit different. The replacement free clips from Unity that are available now are more basic than what they used to have -- just idle, walking, running, but no turns.
Great tutorial, thanks!
Thanks for the comment!
It's a great asset but I'm having difficulty getting the flying drone ai to adjust to slopes in my game's world (my drone has to fly very low) and getting it to navigate through hallways can be difficult as well. I couldn't seem to program a good flying ai that can navigate through my games many hallways myself so that's why I bought this one, idk if you will reply to this comment but I could really use some help please thanks
If you set the height of your waypoints to follow the slope of the ground, the drone should track the slope by traversing among waypoints. When you try to navigate through hallways, I assume you are using waypoints, because the Flying Drone Toolkit requires waypoints. Early in the development I had tried to implement a mode that did not rely on waypoints, but without waypoints it was very tricky to have a drone correctly navigate along reasonable paths, such as moving through urban streets without sometimes colliding with buildings. Small hallways would be even more difficult. Each waypoint does need to have an unimpeded path to each of its neighbors. I'm glad to try to help with what you are doing. You can post more questions here or email me at info@clockworks-games.com.
it seems as if the standard assets are not available anymore
That is true and unfortunate that Unity took them down. I am happy to help anyone who has purchased the NPC Populator and has a problem with this.
I don't understand what animation to put in the blend tree, I added walking and turn left and turn right but it didnt work
Have you tried the recommended animation clips from the Unity Standard Assets?
@@ClockworksGames No , I just got them off Mixamo. Where could I get unity standard assets from? Sorry in advance if this is a trivial question hahaha
@@michaelgeorge4524 I see that Unity has recently removed their Standard Assets from the Asset Store, unfortunately. I will look for a replacement. Unity has a new "Starter Asset - Third Person Character Controller" which has idle, walk, and run animation clips, but no turning. That could be used, but I will look to see whether there are any free clips available that include turning.
@@brionsarachan4500 yea without a proper set of animations, it doesn't work properly at all. Keep me updated if you have found anything that works please tell me
I was able to get my hands on animations that make it work and just mirrored all the animations to generate turning effects. The bigger problem I have now is that I cannot modulate the speed on the NPC at all. The NPC is constantly running, after applying the code which I know is part of Unity's make the agent follow the animation tutorial, changing agent speed does not do anything anymore. I want to force the patrolling of an area to be slower but it seems to not be possible after making the speed of the agent be animation based somehow
I sent an email to your info email from you site if you get a chance to see it!
Thanks, I will reply to you via email.
This series is great! So insightful
Thank you very much!
I used a couple of animations from Mixamo. Weirdly when I automatically calculated the blend values it produced the wrong values. The animation actually moves the character much faster then the animator blend values suggest. I manually figured out the velocities and used those and it works correctly. Whats up with that?
I haven't tried Mixamo animations but would like to understand this better. Can you tell me specifically what animation clips you used?
@@ClockworksGames Sure thing, as I cannot link you the exact animation it is called "Rifle Run" and it is the version where the character is not pointing the rile ahead. They are holding it down and it is moving back and forth. It is the 3rd option when I search for "Rifle Run". Let me know if you want to make sure you have the right one.
@@ChadGatling Ok, I think I've found and downloaded the correct Rifle Run animation. What other animation clips are you blending this with? Are you using Mixamo animations for idle / walk / turn ? (You can also email me at info@clockworks-games.com if you prefer to communicate through direct email.)
Nice and clear! Thanks!
Thanks for the feedback!
Oh man, I spent WEEKS trying to do this, UNTIL I came across your videos! You've saved me TONS of hours of experiments! Thank you so VERY much for your channel! Subscribed & like! Thanks again Sir!!!
I'm glad that the video was helpful!
I am using the exact same City asset, just the one I have Put in my game is a little edit larger. I duplicated that same city about 4 times in mine. however I am getting an issue I have followed all of these steps to the best of my ability, and baking the navmesh is tasking ages. I let it sit for 2 hours and it was still on 0% if you can help at all that would be great thank you.
That certainly seems way too long to generate the NavMesh! Have you tried this without duplicating the city to see if that works? For me, the NavMesh generation only took a few minutes. I am unfortunately not an expert on why NavMesh generation would take so long. I think a reasonable next step would be to see how it works with a smaller environment. Perhaps you could also post on the Unity AI & Navigation forum.
@@ClockworksGames Thank you for trying to help! I have figured it out now after looking at some forums and it had something to do with the agent radius, or voxel count or something Like that. Not sure what the cause was exactly but I fixed it Thank you for trying to help and making a great video! Your tutorial helped me to understand different layers and get agents moving correctly I was just stuck with the baking, so again thank you and you have earned a subscriber!
@@autumnleafgames Great! I'm glad you were able to find the solution!
@@ClockworksGames Me too!
We need to load models that we download in runtime from a webserver, and we execute it in a build (not in Editor), is it possible? All the examples and code I find only work within Editor using the Resources Folder and the walk scene only works in the editor and we i try to build it, it reverts back to the default ONNX Model. and not my trained model.
There is a function called SetModel() which is supposed to change the model at runtime. I have not used it much, but it is used in the WallJump example environment. I have a use for SetModel() in mind but haven't yet gotten to the point of using it. If you learn any more about it, I would be glad to hear about it.
Could you please link to some examples of the people we can use please?
I made a video a while ago that shows some examples: ruclips.net/video/u5zRmqZ0C0M/видео.html. Unfortunately, these change over time. The Autodesk Character Generator mentioned in the video is no longer freely available. My own NPC Populator asset comes with a small collection of character models, if that is of interest. u3d.as/TsW If you look in the Asset Store under 3D -> Characters -> Humanoid, there are over 4000 assets! Most of the newer ones should be compatible with animation clips, etc.
I didn't need all the controls to move a char in real time because I'm making a tower defense and have enemy AI characters heading toward a goal point. I found a much easier way to do what I needed. I just wanted the animation to move the enemy toward a set goal point so that it would move at the speed of the animation itself rather than being "pushed" along by the navmeshagent comoponent. To accomplish this, I set agent.updatePosition = false and turned root motion on for the walk animation clip. All I needed was an if condition to check when the enemy position was at the goal point, in which case I set the animation controller enabled to false to make the enemy stop. It's that simple.
Thanks for sharing this approach! Do you have any foot sliding in your animation?
@@ClockworksGames In this approach, the forward pace is driven by the root motion of the walk/run clip, so there is no foot sliding. I did get my simplified approach to work under test circumstances, but it turns out that it's not the right way because the navmesh still controls the rotational steering while the forward motion is driven by the root motion of the animation. What can happen is the character will seem to get lost if the navmesh component is not keeping perfect pace with the character. For now I'm using a multiplier for the navmesh speed so that it can provide correct timing of the rotational steering. I'll probably implement the "recommended" approach later in my project.
@@StygianStyle Thanks for describing your approach. There are many ways to do all these things, and it often takes experimentation to find out what will work.
sub sir that what i was looking for ty
Glad that it could help!
any chance to make one of them idle on some waypoints ?
The NPCs do pause at waypoints for a random amount of time. You can specify the minimum and maximum amount of time (number of frames) for the pause.
@@ClockworksGames great let me wishlist this for the upcoming sale
When I first got into unity I really thought it was gonna be like Legos. Ah, poor naive slightly (6 months) younger me. Been digging for a while to find videos describing the process of merging various pieces of things, and I think this may be the only one on youtube, so thank you for making this. Even if it's not for these exact assets, it gives me an idea of what's needed, and I can play around from there. That said, if anyone who sees this comment wants to chime in with other great sources of info on the subject, I'd appreciate it greatly. Lol. So many great packages, and so many things, but man, it sure seems like combining parts for a different car. Sure, a Honda fuel pump will work in a Ford, but it takes a loooot of hacking at it.
Thanks for this comment, and I agree there is a lot of expert knowledge required to make all the parts work together!
Your game blog site got hijacked
It looks OK to me: clockworks-games.com/. Can you tell me what you see, or if you are looking at a different site? Thanks!
@@ClockworksGames The link in your video description ^ You need to update that because it goes to a malware-type site.
@@kbve Thanks for catching this! I switched domains from clockworks-games.blog to clockworks-games.com. It looks like the old one is bad. I will fix the description in the videos.
Thanks a lot for this Concept clarification^^
Thanks for the comment!
Just found this channel please tell me your gonna continue this series and more!!!!!!!!!!!!!!!!!!!!!
Thanks for the comment! Yes, I plan to continue this series. Unfortunately I've been busy with some other things lately and its been too long since I've put a new video. I need to get one out soon!
What's the point? This hero movement (is sliding) because its not based on root motion (animation not sync with move). Root motion: nav.nextPosition = transform.position;
The complexity here is that both the animation system and the navigation system are trying to change the position of the agent, as explained in the video. In OnAnimatorMove() I actually have the reverse of your suggestion to keep the NavMeshAgent and the animated agent at the same position. What I show in the video worked best after a bunch of experiments that I tried, but there may be other good solutions to this problem as well.
Amazing. It is really helpful for me :)
Thank you for the comment!
Should of made the dog an agent as well that tries to avoid being caught, thanks for these tips
Yes, one step at a time. :) And I do think there is a role for techniques besides ML; NavMesh is very nice.
Congrats on 700 subscribers 🔥
Thank you!
Love the tips. Would love to see different config experiments and results from different rewards.
Thanks for the comment! I've done a lot of experiments with different rewards and need to make another video soon!
wow this is amazing...thank you so much. I'm looking forward to your next video
Thanks for the comment! Glad you like the video!