New (Simple) Setup
Last updated
Last updated
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Since Cowsins AI update 1.1.5, there is an easier way to create AI within Cowsins AI. In order to do so, proceed to the following:
Within here, you can allocate:
The name of the AI
AI GameObject
Tag of the AI
Layer of the AI
Whether it will use Ragdoll
AI Type (Shooter, NPC)
Enemy Type (Shooter, Melee)
Shooter Type (Hitscan, Projectile)
Bullet Trail GameObject
Hit Mask
Movement Type (Waypoint, Random, Idle)
When complete, the AI will automatically be configured to your specification. After that, you can fine tune all settings to what you want which includes the NavMeshAgent settings and Enemy AI Health settings.
As of version 1.1.5, you are able to make animators easily using the same method you create AI. You can create them in the following location:
Within this, you’re able to allocate animations for all Shooter, Melee and NPC types that will automatically be created for you (no more duplicating animators).