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
@@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 :)
Thanks for you comment. The human walking movement may appear stiff because the Standard Assets are used for the walking animation clips. This was chosen as the approach to keep the asset as simple to use as possible and so that customers do not need to purchase expensive animation clips. I have experimented with better clip packages such as those from Kubold which are much more lifelike and have much more variety of movement. www.assetstore.unity3d.com/en/#!/content/48903 Of course, these are not free, and the toolkit itself will need to be more complex, because different animation clips are structured differently, so they are not just "drop in" replacements for the clips being used now. The code that manages the animation and navigation needs to be different for different clip sets. If there is sufficient interest from the user community, I may release an upgrade to the NPC Populator that allows the choice of free animation clips and higher quality, paid animation clips.
Great video, well explained, and awesome asset. Ive just bought it, will try asap, I've spent many years scripting routes for people and using other assets etc, this is the first one ive come across that looks promising :) I look forward to tweaking the code too, I want things like if you walk into them they stumble and say something etc, a bit like gta pedestrians. Cheers! subbed.
I am currently making my game final scene in unity then exporting them to Aframe. So I want to make Ncp like this. So is it possible if I export this characters separatly with this NCP animations with FBX exporter ? Please let me know I need this type of animation for my Game in Aframe
Thanks for this question. I am not an expert in Aframe, although I did just browse the documentation. It sounds like you can already export a Unity scene using an FBX exporter and import it into Aframe? Is that correct? My initial guess, without knowing too much about Aframe, is that even if it is possible to export the 3D model, that the scripts for dynamic movement written to run in the Unity environment would probably not transfer to another platform like Aframe. If you can give me more information about how you are doing the export from Unity and import into Aframe I would be glad to try to help answer the question.
@Clockworks Games Yes so Initially we were trying to make the scene in Unity or blender then convert them To GLB format which Aframe uses. So I was thinking that what If I Use NCP populator for making the ncp animation and is it possible that I can Export that NCPs with that NCP animations in fbx format with FBX exporter ? If I can export them with that animation with your plugin then I can convert then to glb that what I was thinking.
@@ClockworksGames but can you also check my latest comment where I have posted the Issue while creating NCPs. I am getting error and my characters are generated but they don't move and they don't animate too. I have applied animations and animator on my characters but it don't work. The NCPs goes below the grid after creating ncps
@@mohammadrazakhan3852 Please see my reply to your other comment where I attempt to address your issues. Feel free to contact me via email if you have trouble getting these resolved: info@clockworks-games.com.
@@mohammadrazakhan3852 Thanks for this additional clarification. I am not an expert in GLB, but googled and read a bit about it. I understand that GLB is a file format for representing all the elements of a 3D scene, including animations. I don't believe that GLB can represent arbitrary code or scripts. Based on that, I would guess that a scene that is built using the NPC Populator would not export to GLB, because a C# script is used for the logic of what the NPC should do. For example, when the NPC reaches a waypoint, the script causes the NPC to choose another waypoint and set that as the new destination. Based on my limited understanding, this logic would not export to GLB. Again, I am not an expert in GLB, so I could be wrong about this.
Unity sometimes has a problem when an animation controller is imported before its animation clips. Please save your project and restart Unity to see if this fixes the problem. (This problem and solution is described in the documentation on page 2.) If that does not solve the problem, please send us an email at info@clockworks-games.com.
NPCs are not despawned when they are not in view. I believe you can run a pretty large number of NPCs with reasonable performance. Can you tell me more about any performance issues you have experienced, such as how many NPCs and what you see happening?
Bro we can also make die system for this NPC and also we can add some dialog etc please reply bro please i am making open world game like gta in unity v5....
Thanks for your comment. I am working on an update to the NPC Populator, and beyond that a more elaborate toolkit for NPC AI that will have a health system, if that is what you mean. If you have any specific questions please let me know.
@@ClockworksGames ys bro how we can add punch system and swimming in ehtan tps controller given by unity standard assets and also we can add footsteps sound on it please help me bro please....
The NPC Populator is intended for background / wandering NPC characters. It does not provide more sophisticated capabilities such as fighting or a health system. I am finishing a new release that has some improvements. (I will look into adding footstep sounds.) I am also working on a new asset that will have more capabilities, but probably not everything you are looking for. (For example, I had not considered swimming!) If you are interested in AI NPCs in general you may be interested in my other videos on this same RUclips channel. Perhaps there are other assets in the Asset Store that would better suit your immediate needs.
Hi there! Based on the video, this seems to be the single best "roaming NPC's" asset on the store, and I promise you I tried them all. (Some of them don't even have proper Navmesh support, if you can believe.) I have 2 questions: can I use 3rd party components on these spawned NPC's? Like random dialogue components, or even damage handling. Also: do you plan to post an updated version with possibly new features? 1.0 was released half a year ago and counting... Thank you!
Thanks for the input. Regarding your questions: (1) It depends to what degree you are comfortable changing the scripts. Without changing the scripts, the extensibility is limited. By changing the scripts, you could probably do almost anything. If you have any something specific in mind, I can try to give a more specific answer. (2) I do have a more advanced version that is not yet released. I am currently using it on a game that I am working on, and may release it after that.
"Without changing the scripts, the extensibility is limited." "I do have a more advanced version that is not yet released." Not happy to hear about the limitation. Please release the more advanced version if you can, thank you. For what it's worth, I just wrote a 4 star review on the asset in the store. I like the asset, it has potential. Cheers!
Hi, couple of questions: I'm looking for something simple to put my characters and my animations into a game, mainly just as NPC's walking around. I'm currently using the ORK asset, but dealing with the NPC portion is not ideal... so i was wondering if this asset would provide a better work around for my issue. I don't want any characters or animations outside of my own; just an easy way to populate some towns and get them Idling/walking. Would this be something that this asset could do? Also i was wondering how well it would work with ORK and other assets?
The NPC Populator is designed to do exactly what you are asking for... NPC's walking around and idling. An Animator Controller is included that works with the Standard Asset animation clips. If you have your own animations that you want to use, you will need to create your own Animator Controller that responds to the same parameters. Please send me an email at info@clockworks-games.com if you have questions and I will be glad to help. I have not used ORK so can't comment on how it compares or whether it works well together with the NPC Populator.
The Modern People package has been deprecated, so is no longer available. However, almost any humanoid models should be compatible with the NPC Populator. This video might help: ruclips.net/video/u5zRmqZ0C0M/видео.html.
no, i dont have your asset, my comment is based on the video, i see lags and npc's not moving smothly(on stair) on heighfield, do you have a free version that i can test? Thank you for replying though.
Thanks for your note. I am working on an update to the NPC Populator to work with newer versions of Unity. I will respond to your email, and hopefully we can get you running until the new version is published.
Realistically, given that I am working to finish a game, and then there are some details needed to complete, document and test the new version of the NPC tool, I would estimate at least four months from now.
LOL, that would be more than a video, that would be a new "NPC driving" asset! I will keep that in mind as something to possible develop in the future. If you need something now I suggest looking in the Unity Asset Store to see if anything existing would suit your needs.
@@yogeshpundir5614 There are several assets available for driving cars. (Just search for "vehicle.") I don't have enough experience with any of them to make a recommendation.
Thanks for letting me know. I have replied to your email and will work with you to get this resolved. I will also update the documentation for the newest versions of Unity.
@@ClockworksGames How's that going? I purchased NPC Populator last night and having the same problem with same version of unity. At most I can get NPC's to 'glide around' and all are buried up to their waist in the environment. No animations. 2 months since your comment yet the Asset Store still says last update was in 2017, so no updated document.
Thanks for pinging me on this, and sorry that I have not yet updated the NPC Populator in the Asset Store. I will start working in this TODAY, both for the NPC Populator to work with newer versions on Unity and also with an improvement to the script that positions the NPCs on the NavMesh. I will reply to your email with a possible workaround to get you running until the new version is published.
Hi Cartoon Pixel, thanks for your offer. I'm sorry but I get many requests and can't give this away in trade. However, the NPC Populator is on sale now through 12/8/17 in the Unity Asset Store for only $7. After that it will return to the regular price of $10. Good luck with your project.
Hello when I am creating Ncps My human models are not walking they are just populating and they go below the grid. And Also I am getting this error when I am playing " NullReferenceException: Object reference not set to an instance of an object npcIndividual.getAWaypoint (UnityEngine.Vector3 omit, System.Single angMin, System.Single angMax) (at Assets/Package/NPCPopulator/Scripts/npcIndividual.cs:225) npcIndividual.enterNewDestinationState () (at Assets/Package/NPCPopulator/Scripts/npcIndividual.cs:332) npcIndividual.Start () (at Assets/Package/NPCPopulator/Scripts/npcIndividual.cs:128) "
Regarding your first issue, this sometimes occurs when steps are performed in the wrong order and is explained in the User Manual at the bottom of page 8 under Troubleshooting, along with ways to fix the problem. The second issue sounds like your waypoints may not be set up. Please refer to the manual section on Waypoints and make sure your Waypoint Parent field is set in your NPC Factory (if you are using one) and in the NPC Individual component of the NPCs. If you still have questions, please contact me directly at info@clockworks-games.com and I will be glad to help.
@@ClockworksGames thankyour for your reply. I'll try out the manual and try again. If I find any issue I'll mail you. And I have on more question how do I calculate Center ? Like when We create a empty game object For Center then how do I calculate center value of my scene ? Like the default is 1000 guess
@@mohammadrazakhan3852 If you mean the Center field on the NPC Factory, when you click on the Refresh button, it should fill in the Center and Extent automatically. Let me know if that does not answer the question.
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
It works, but the humans are very stiff when turning and walking up stairs. What is the best way to create more fluid / natural human turning?
Thanks for you comment. The human walking movement may appear stiff because the Standard Assets are used for the walking animation clips. This was chosen as the approach to keep the asset as simple to use as possible and so that customers do not need to purchase expensive animation clips. I have experimented with better clip packages such as those from Kubold which are much more lifelike and have much more variety of movement. www.assetstore.unity3d.com/en/#!/content/48903 Of course, these are not free, and the toolkit itself will need to be more complex, because different animation clips are structured differently, so they are not just "drop in" replacements for the clips being used now. The code that manages the animation and navigation needs to be different for different clip sets. If there is sufficient interest from the user community, I may release an upgrade to the NPC Populator that allows the choice of free animation clips and higher quality, paid animation clips.
You should search about Inverse Kinematics
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
Great video, well explained, and awesome asset. Ive just bought it, will try asap, I've spent many years scripting routes for people and using other assets etc, this is the first one ive come across that looks promising :) I look forward to tweaking the code too, I want things like if you walk into them they stumble and say something etc, a bit like gta pedestrians. Cheers! subbed.
Thanks for your interest. Send us an email an if you have any questions.
I am currently making my game final scene in unity then exporting them to Aframe. So I want to make Ncp like this. So is it possible if I export this characters separatly with this NCP animations with FBX exporter ? Please let me know I need this type of animation for my Game in Aframe
Thanks for this question. I am not an expert in Aframe, although I did just browse the documentation. It sounds like you can already export a Unity scene using an FBX exporter and import it into Aframe? Is that correct? My initial guess, without knowing too much about Aframe, is that even if it is possible to export the 3D model, that the scripts for dynamic movement written to run in the Unity environment would probably not transfer to another platform like Aframe. If you can give me more information about how you are doing the export from Unity and import into Aframe I would be glad to try to help answer the question.
@Clockworks Games Yes so Initially we were trying to make the scene in Unity or blender then convert them To GLB format which Aframe uses. So I was thinking that what If I Use NCP populator for making the ncp animation and is it possible that I can Export that NCPs with that NCP animations in fbx format with FBX exporter ? If I can export them with that animation with your plugin then I can convert then to glb that what I was thinking.
@@ClockworksGames but can you also check my latest comment where I have posted the Issue while creating NCPs. I am getting error and my characters are generated but they don't move and they don't animate too. I have applied animations and animator on my characters but it don't work. The NCPs goes below the grid after creating ncps
@@mohammadrazakhan3852 Please see my reply to your other comment where I attempt to address your issues. Feel free to contact me via email if you have trouble getting these resolved: info@clockworks-games.com.
@@mohammadrazakhan3852 Thanks for this additional clarification. I am not an expert in GLB, but googled and read a bit about it. I understand that GLB is a file format for representing all the elements of a 3D scene, including animations. I don't believe that GLB can represent arbitrary code or scripts. Based on that, I would guess that a scene that is built using the NPC Populator would not export to GLB, because a C# script is used for the logic of what the NPC should do. For example, when the NPC reaches a waypoint, the script causes the NPC to choose another waypoint and set that as the new destination. Based on my limited understanding, this logic would not export to GLB. Again, I am not an expert in GLB, so I could be wrong about this.
my npcs are moving but they are half inside ground and half body above it.plz resolve this problem
Unity sometimes has a problem when an animation controller is imported before its animation clips. Please save your project and restart Unity to see if this fixes the problem. (This problem and solution is described in the documentation on page 2.) If that does not solve the problem, please send us an email at info@clockworks-games.com.
hello does this despawns npc if they are not in the view of camera. because of there are too many npc in the scene it gets very laggy
NPCs are not despawned when they are not in view. I believe you can run a pretty large number of NPCs with reasonable performance. Can you tell me more about any performance issues you have experienced, such as how many NPCs and what you see happening?
Bro we can also make die system for this NPC and also we can add some dialog etc please reply bro please i am making open world game like gta in unity v5....
Thanks for your comment. I am working on an update to the NPC Populator, and beyond that a more elaborate toolkit for NPC AI that will have a health system, if that is what you mean. If you have any specific questions please let me know.
@@ClockworksGames ys bro how we can add punch system and swimming in ehtan tps controller given by unity standard assets and also we can add footsteps sound on it please help me bro please....
The NPC Populator is intended for background / wandering NPC characters. It does not provide more sophisticated capabilities such as fighting or a health system. I am finishing a new release that has some improvements. (I will look into adding footstep sounds.) I am also working on a new asset that will have more capabilities, but probably not everything you are looking for. (For example, I had not considered swimming!) If you are interested in AI NPCs in general you may be interested in my other videos on this same RUclips channel. Perhaps there are other assets in the Asset Store that would better suit your immediate needs.
Hi there! Based on the video, this seems to be the single best "roaming NPC's" asset on the store, and I promise you I tried them all. (Some of them don't even have proper Navmesh support, if you can believe.)
I have 2 questions: can I use 3rd party components on these spawned NPC's? Like random dialogue components, or even damage handling.
Also: do you plan to post an updated version with possibly new features? 1.0 was released half a year ago and counting...
Thank you!
Thanks for the input. Regarding your questions: (1) It depends to what degree you are comfortable changing the scripts. Without changing the scripts, the extensibility is limited. By changing the scripts, you could probably do almost anything. If you have any something specific in mind, I can try to give a more specific answer. (2) I do have a more advanced version that is not yet released. I am currently using it on a game that I am working on, and may release it after that.
"Without changing the scripts, the extensibility is limited."
"I do have a more advanced version that is not yet released."
Not happy to hear about the limitation. Please release the more advanced version if you can, thank you.
For what it's worth, I just wrote a 4 star review on the asset in the store.
I like the asset, it has potential. Cheers!
Hi, couple of questions:
I'm looking for something simple to put my characters and my animations into a game, mainly just as NPC's walking around. I'm currently using the ORK asset, but dealing with the NPC portion is not ideal... so i was wondering if this asset would provide a better work around for my issue. I don't want any characters or animations outside of my own; just an easy way to populate some towns and get them Idling/walking. Would this be something that this asset could do?
Also i was wondering how well it would work with ORK and other assets?
The NPC Populator is designed to do exactly what you are asking for... NPC's walking around and idling. An Animator Controller is included that works with the Standard Asset animation clips. If you have your own animations that you want to use, you will need to create your own Animator Controller that responds to the same parameters. Please send me an email at info@clockworks-games.com if you have questions and I will be glad to help. I have not used ORK so can't comment on how it compares or whether it works well together with the NPC Populator.
Tell me something about 2.5D game. Like clash of clans. I want to add population in it.
The NPC Populator works in 3D environments, and was not designed for 2.5D games.
Where is the modern people package? I can't find it.
The Modern People package has been deprecated, so is no longer available. However, almost any humanoid models should be compatible with the NPC Populator. This video might help: ruclips.net/video/u5zRmqZ0C0M/видео.html.
need more work!! Npc's jittering when on height and transition is laggy, movement is not smooth enough.
Thanks for the feedback. Is your comment based on video or from trying the asset itself?
no, i dont have your asset, my comment is based on the video, i see lags and npc's not moving smothly(on stair) on heighfield, do you have a free version that i can test? Thank you for replying though.
Please update this asset to work with newer versions of Unity. I've sent you an 'support' email as this asset does not seem to work with Unity 2019+
Thanks for your note. I am working on an update to the NPC Populator to work with newer versions of Unity. I will respond to your email, and hopefully we can get you running until the new version is published.
you should release the updated one you mentioned as an update :)
Yes, I am planning to do that after I finish my current project. I appreciate the feedback.
any idea when that will be? :)
Realistically, given that I am working to finish a game, and then there are some details needed to complete, document and test the new version of the NPC tool, I would estimate at least four months from now.
hey bro can you make a video that how to make npc drive the cars pls
LOL, that would be more than a video, that would be a new "NPC driving" asset! I will keep that in mind as something to possible develop in the future. If you need something now I suggest looking in the Unity Asset Store to see if anything existing would suit your needs.
@@ClockworksGames yah pls suggest me and yah pls make tutorial or this asset in future
@@yogeshpundir5614 There are several assets available for driving cars. (Just search for "vehicle.") I don't have enough experience with any of them to make a recommendation.
@@ClockworksGames oh thx 😊
i recently buy your asset, please update your tutorial for unity 2019.4.13f1, my NPC didn't walk, stuck and sink in my terrain
im sending an email, please responds sooner
Thanks for letting me know. I have replied to your email and will work with you to get this resolved. I will also update the documentation for the newest versions of Unity.
@@ClockworksGames How's that going? I purchased NPC Populator last night and having the same problem with same version of unity. At most I can get NPC's to 'glide around' and all are buried up to their waist in the environment. No animations. 2 months since your comment yet the Asset Store still says last update was in 2017, so no updated document.
Thanks for pinging me on this, and sorry that I have not yet updated the NPC Populator in the Asset Store. I will start working in this TODAY, both for the NPC Populator to work with newer versions on Unity and also with an improvement to the script that positions the NPCs on the NavMesh. I will reply to your email with a possible workaround to get you running until the new version is published.
where i download the npc populator?
Please see the links above for downloading the NPC Populator and for sending email with any questions.
why my npc stay idle ?
the animator stay to idle state the bool move is always false
Hi, I replied to the email you sent to info@clockworks-games.com. I will be glad to help you resolve this.
you left out the part where it costs $40 lol
That's because it only costs $10, lol!
HELLO
You give me this Source Code then i will give you my Full 3d unity game project source code ...what you say ...waiting
Hi Cartoon Pixel, thanks for your offer. I'm sorry but I get many requests and can't give this away in trade. However, the NPC Populator is on sale now through 12/8/17 in the Unity Asset Store for only $7. After that it will return to the regular price of $10. Good luck with your project.
ok thank's .. i already get this type of asset for my project ... JUST FREE
i'm going to give you Subway Surfer Copy For reskin ..But 🤔👋
Hello when I am creating Ncps My human models are not walking they are just populating and they go below the grid. And Also I am getting this error when I am playing " NullReferenceException: Object reference not set to an instance of an object
npcIndividual.getAWaypoint (UnityEngine.Vector3 omit, System.Single angMin, System.Single angMax) (at Assets/Package/NPCPopulator/Scripts/npcIndividual.cs:225)
npcIndividual.enterNewDestinationState () (at Assets/Package/NPCPopulator/Scripts/npcIndividual.cs:332)
npcIndividual.Start () (at Assets/Package/NPCPopulator/Scripts/npcIndividual.cs:128)
"
Regarding your first issue, this sometimes occurs when steps are performed in the wrong order and is explained in the User Manual at the bottom of page 8 under Troubleshooting, along with ways to fix the problem. The second issue sounds like your waypoints may not be set up. Please refer to the manual section on Waypoints and make sure your Waypoint Parent field is set in your NPC Factory (if you are using one) and in the NPC Individual component of the NPCs. If you still have questions, please contact me directly at info@clockworks-games.com and I will be glad to help.
@@ClockworksGames thankyour for your reply. I'll try out the manual and try again. If I find any issue I'll mail you. And I have on more question how do I calculate Center ? Like when We create a empty game object For Center then how do I calculate center value of my scene ? Like the default is 1000 guess
@@mohammadrazakhan3852 If you mean the Center field on the NPC Factory, when you click on the Refresh button, it should fill in the Center and Extent automatically. Let me know if that does not answer the question.
@@ClockworksGames okay I'll check n let you know