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
Powered by GitBook
On this page
  • Old AI Setup
  • Old Animation Setup
  1. AI Setup

Old Setup

PreviousCowsins AI Animator Controller CreatorNextNew (Simple) Setup

Last updated 1 year ago

Old AI Setup

In order to create an AI, you need to think of several important things. If you are creating a AI with the ability to shoot, you need to create several animation states: ‘Aiming Idle, Aimed Walking, Firing, Walk and Idle.’ These animations are required in order for the script to work.

After that, you need to drag the model that you wish to use into the scene, unpack it and rename it to what you want. For the case of this documentation, I have named mine ‘Y Bot - Shooter’. This is what I will be assigning all the scripts to.

After that, you need to assign the ‘Cowsins AI, AI Health Manager and Nav Mesh Agent’ to the GameObject.

Old Animation Setup

Next, the shooter animator needs to be assigned. This is where you create the animator controller that is used. A template controller is available in: ‘Assets > Cowsins AI > Animations > Core > ShooterTemplate.’ Duplicate this and rename it to what you want. Go into it and assign the animations necessary.

After that, drag the animator controller as a component of the AI and then assign it to the ‘Shooter Animator’ variable.

You also need to bake a (Video by Code Monkey) in order for the AI to be able to walk around on the ground.

NavMesh