Cowsins AI
  • Before We Start
    • Introduction & License Agreement
    • Before Getting Started
  • Getting Started
    • How To Install
    • Tutorials
  • Easy Navigation in Cowsins AI
    • Content
    • CowsinsAI.cs
    • EnemyAI.cs
    • Waypoints.cs
  • Unity Toolbar
    • Cowsins AI Setup Handler
    • Cowsins AI Animator Controller Creator
  • AI Setup
    • Old Setup
    • New (Simple) Setup
  • Misc
    • FAQ
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  • New AI Setup
  • New Animation Setup
  1. AI Setup

New (Simple) Setup

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Last updated 1 year ago

These windows are available in Unity Toolbar

New AI Setup

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.

New Animation Setup

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).