Getting Started
What are the main components of Dani AI?
AI Brain
The AIBrain is a component that controls which set of actions the AI executes. Like MonoBehaviour scripts in Unity, it attaches to a GameObject in the Inspector.
Each field in the AIBrain
is explained in the table below.
Field | Description |
---|---|
Template | Defines the set of behaviours that the AIBrain can perform. |
Execution Order | Defines when the brain will execute a step. See below. |
The AIBrain can run in one of three modes:
- On Update runs on Unity’s
Update
call - On Fixed Update runs on Unity’s
FixedUpdate
call - By Script allows the AIBrain’s methods to be called manually by another script
AI Template
While the AIBrain decides on a set of AI behaviours to run, it needs to know what behaviours it can possibly run. These behaviours are stored in assets known as AITemplate, which are created by right-clicking in the Project window and clicking Create -> Dani AI -> AI Template.
Field | Description |
---|---|
Comments | Write a descriptive comment so others know what this Template does. |
Open in the Editor | Opens a custom editor for you to edit the AI’s behaviours. |
Node Editor
The node editor is a visual tool where the internal properties of the AI can be changed.
The editor can be accessed by clicking
Tools -> InitialPrefabs -> Dani AI -> Open Editor.
The node editor comes in three parts as indicated by the image above.
Number | Name | Description |
---|---|---|
1 | AI Template Toolbar | Shows the current AITemplate being edited, as well as enabling debugging during Play Mode and taking screenshots. |
2 | Context Menu | Shows an inspector of selected nodes. |
3 | Graph Editor | Show the nodes inside an AITemplate. |
Much of your work will be in the Graph and Context Menu.