How many AI Agents can Unity handle?

  Рет қаралды 1,772,969

Brackeys

6 жыл бұрын

Let's see how many NavMesh Agents Unity can handle! That's right, another excuse for making a huge simulation ;)
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Пікірлер: 1 896
@blenderguru
@blenderguru 6 жыл бұрын
That's so cool. I've never used Unity, but I'm impressed at what it can do.
@lukerichards4142
@lukerichards4142 6 жыл бұрын
Witnessing two of the most smiley and personable teachers (A.P. for 4+ years) online sharing some love, yeah I'm going to say it. It's made my day.
@FoleyX90
@FoleyX90 6 жыл бұрын
Heyy! I love your blender videos. I use them to make models I end up using in unity :) You and brackeys are my 2 favorite 3D youtubers so it's cool to see this
@matsmith2507
@matsmith2507 6 жыл бұрын
Better late than never... Thanks to you sir that I tricked my cousin into thinking the donut I made was real (due to low phone brightness lol). I'm hyped again :)
@shaanig466
@shaanig466 5 жыл бұрын
Guru bro, thanks for introducing Blender for me.
@Micha-we2eq
@Micha-we2eq 5 жыл бұрын
If andrew would make models for brackeys' games, they could make something truely epic
@RaoulWB
@RaoulWB 6 жыл бұрын
3:05 We've basically gotten to fluid simulation at this point
@icedchqi
@icedchqi 4 жыл бұрын
yeah but fluid simulation probably has less water units (and I understand I'm starting to fade away from the joke, so feel free to woooosh me)
@masterofyee1738
@masterofyee1738 4 жыл бұрын
Icedchai plays w o o o s h End me
@icedchqi
@icedchqi 4 жыл бұрын
@@masterofyee1738 thank you *dies*
@richardtan4844
@richardtan4844 4 жыл бұрын
That actually is a really good point, since fluids always look for the path of least resistance, exactly what these agents are doing
@icedchqi
@icedchqi 4 жыл бұрын
@@richardtan4844 oh i just thought they were just a bunch of vertices which follow physics sims.
@MaeveFirstborn
@MaeveFirstborn 6 жыл бұрын
This. This right here. This is what I want to see. Not only tutorials, but just random simulations and experiments.
@EnriquePage91
@EnriquePage91 6 жыл бұрын
Yeah? If u guys really like this type of content I'm gonna be opening a channel soon that will have lots of that - I'll keep you guys posted through Brackey's videos!
@SunnyApples
@SunnyApples 6 жыл бұрын
A second channel for casual content. Some of us are here mostly for Unity Tutorials. This video was good, it made me realize messing around with this stuff can be fun. :D
@EnriquePage91
@EnriquePage91 6 жыл бұрын
Sunny Apples you have no idea how fun t can be. It can be so fun sometimes it fucks me up that I have to stop because I'm not getting paid for messing around LMAO
@arattactician5697
@arattactician5697 6 жыл бұрын
Enrique Raphaël Page Pérez Uuuh don't. Self advertising is annoying... this one comment is enough, thank you.
@EnriquePage91
@EnriquePage91 6 жыл бұрын
s1601019 I'm not self advertising I just don't have a huge team behind to do research on my behalf on a more professional manner so I'm trying to sense what the interest for something like this would be. As I mentioned before it takes a long time to do stuff like this so if remuneration is out of the possibilities after a certain amount of expected invested time to gain an audience that would render the channel sustainable, then it would be hard for me to consider the possibility of not only investing my time into doing the coding and art for the channel but then also drowning myself in hours of editing for the videos. I don't mean to self advertise at all, I have 6 votes here so I doubt if that was the goal I would consider the attempt successful - I do however have to somehow let the people interested on this type of content somehow that it is out (once it is), putting one or two comments on channels related to this isn't gonna hurt anybody and if people are interested on the topic the likes will have to gain relevance for the comment to pop up anyway - if they don't no one will see it anyway so I don't really see the harm done unless the content I end up making is bad.
@TheNewGeneration-wh4kr
@TheNewGeneration-wh4kr 4 жыл бұрын
Me:*Drops food* Bacteria: 00:00
@KeloMellow11
@KeloMellow11 4 жыл бұрын
Its time for a fricking crusade
@niconic420
@niconic420 4 жыл бұрын
Forgot the 5 seconds rule
@physbrywha
@physbrywha 4 жыл бұрын
Apollo CB it takes 5 seconds to get there
@Alvionalx
@Alvionalx 4 жыл бұрын
Gamerkid2010 Fu-
@hogbmain
@hogbmain 4 жыл бұрын
Do 4:42
@sykoo
@sykoo 6 жыл бұрын
Oh my god that ending! It's actually surprising that Unity can still handle 5000-ish agents all seeking their path without colliding with obstacles, and run at "playable" FPS! Nice job on the video, it's fun to see where the "limit" appears, and how we can go around it, tweak more settings, and get better and higher results out of experiments. =)
@CodeTalkerLooter
@CodeTalkerLooter 6 жыл бұрын
yo syko you are a machine at posting things in your discord
@pedrovitor4813
@pedrovitor4813 6 жыл бұрын
#Discordsquad
@flashgames1273
@flashgames1273 6 жыл бұрын
DO A COLLAAAABBB PLSSS
@albingrahn5576
@albingrahn5576 6 жыл бұрын
Can you two do a collab or something? Would be really cool
@pucie_boi
@pucie_boi 6 жыл бұрын
Damn I just came from your channel... then I wiped myself off and clicked on this video
@jeangodecoster
@jeangodecoster 4 жыл бұрын
The path is calculated at the start though, once it's calculated, there's no pathfinding going on anymore, so the only thing you're dealing with here is rendering and collision avoidance. The real test would have been: what happens when I give those agents a new destination every second
@TheEllord33
@TheEllord33 3 жыл бұрын
What if these agent was playing hide & seek. Recalcul path finding every movement.
@jeangodecoster
@jeangodecoster 3 жыл бұрын
@@axelestial there, fixed :-)
@jeangodecoster
@jeangodecoster 3 жыл бұрын
@@axelestial i guess they changed positions
@MayankKumar-gn1zx
@MayankKumar-gn1zx 2 жыл бұрын
That's why they clog up at one point instead of going through another... I believe that the an AI Agent should partially treat other AI Agents as walls. It should make a calculation for how long it will take to clear up and if it finds a faster route with less traffic, why not...
@GameDevNerd
@GameDevNerd 2 жыл бұрын
@@axelestial OK, Billy Madison 😄
@AA-xd9py
@AA-xd9py 6 жыл бұрын
The end was actually beautiful
@gamedesignwithmichael
@gamedesignwithmichael 6 жыл бұрын
(tears up) so much financial independence....(sobs)...it's beautiful.
@chrisfoster6756
@chrisfoster6756 5 жыл бұрын
The most magnificent ending to a project I have ever seen. Bravo, my friend, Bravo.
@clanderson0
@clanderson0 5 жыл бұрын
How many can Unity handle? More like how many can your PC handle
@Xperto_
@Xperto_ 5 жыл бұрын
The enginge might bottleneck at some point
@zentergames1622
@zentergames1622 5 жыл бұрын
that's right
@callofdutymuhammad
@callofdutymuhammad 5 жыл бұрын
@@Xperto_ It wouldn't because it's developed by competent programmers. Unless there's some sort of memory leak most REs handle scaling well.
@Xperto_
@Xperto_ 5 жыл бұрын
@@callofdutymuhammad I said it might. I can't say for sure how it has been programmed, I don't have such an insider information
@mason3872
@mason3872 5 жыл бұрын
I have 14 gb of ram so my cpu might be ok for a while until the end when my my cpu just dies
@zera555
@zera555 5 жыл бұрын
Brackeys truly is the Bob Ross of Unity
@LookAtEachOther
@LookAtEachOther 4 жыл бұрын
Omg you're right.
@chepulis
@chepulis 6 жыл бұрын
Hundreds of wild running horses running from a giant duck
@dawgy3937
@dawgy3937 6 жыл бұрын
YES
@muramasa7537
@muramasa7537 6 жыл бұрын
😹😹😹
@bibasik7
@bibasik7 6 жыл бұрын
*100 duck-sized horses running from a horse-sized duck.
@jazzscott9109
@jazzscott9109 6 жыл бұрын
Latex-clad Nuns on horseback wearing custard filled waders and firing paint guns chasing dwarves through fields of giant mutating hallucenogenic plaid mushrooms to Pink Floyd music
@OldLightniteProductions
@OldLightniteProductions 5 жыл бұрын
Wow, your Imagination! DAMN!!!!!! (Seriously damn)
@CodingKricket
@CodingKricket 4 жыл бұрын
5:11 Brackeys: Horses Me: Super Pickles flying through the maze!
@akt9549
@akt9549 4 жыл бұрын
Not pickles
@akt9549
@akt9549 4 жыл бұрын
Cactus bro :D
@TsetTsyung
@TsetTsyung 6 жыл бұрын
[sniff] Them feels at the end, man... the way they all ran... together [breaks down]
@julianmiranda3130
@julianmiranda3130 6 жыл бұрын
Michael Duxbury 😭😂
@engieknight
@engieknight 4 жыл бұрын
0:12 me n' the boys going to get pizza rolls
@bigbodybob9354
@bigbodybob9354 6 жыл бұрын
Your computer slows down at 5,000? Mine probably slows down at 5
@arvintis2293
@arvintis2293 6 жыл бұрын
ProCreeper 2000 Anywhere I can find his build? Just curious
@inkoalawetrust
@inkoalawetrust 6 жыл бұрын
Mine can't even run Unity.
@MauveDash
@MauveDash 6 жыл бұрын
mine will slow down with 2
@rygerryger
@rygerryger 6 жыл бұрын
ProCreeper 2000 Do you know the specs of his computer? Or where to find them?
@guldberg75
@guldberg75 6 жыл бұрын
kzbin.info/www/bejne/bqvSZpSVhtt9qs0 @ 4:46
@pikablu1272
@pikablu1272 5 жыл бұрын
So... Tic tac running through big mazes?
@EthanPlazYT
@EthanPlazYT 4 жыл бұрын
*B E A N*
@kurekureci
@kurekureci 6 жыл бұрын
The end was actually impressive.
@FoundationsofPause
@FoundationsofPause 6 жыл бұрын
and tanked performance. game design over visuals everytime, folks at home.
@pkn8707
@pkn8707 3 жыл бұрын
I dont know much about game development but the way you combined AI and game development so smoothly is really impressive
@Waffle4569
@Waffle4569 6 жыл бұрын
As you'll find, separate mesh renders are the biggest killer of performance. To achieve optimal performance, you'd have to combine all the agent meshes into one giant mesh, and offset their positions using shaders. kzbin.info/www/bejne/qInUfKhvqqhjnJY This takes the load off the CPU and puts it on the GPU where it can handle large volumes much better.
@VeNoM0619
@VeNoM0619 6 жыл бұрын
This needs more upvotes.
@ConnorLinley
@ConnorLinley 6 жыл бұрын
kk, ill upvote it for you. mostly French to me tho.
@videoguy640
@videoguy640 6 жыл бұрын
I wonder if this is what the total war series does
@Waffle4569
@Waffle4569 6 жыл бұрын
videoguy640 I can’t speak for Total War, but as an ex-ArmA modder this sort of optimization was heavily utilized in large terrains. Static objects were dirt cheap because the cpu didn’t have to work on them individually. Even things like vegetation wind animations were done in shader for performance. Unity’s batching attempts to do this automatically, but does it very poorly compared to manual.
@KuraIthys
@KuraIthys 6 жыл бұрын
I would assume something of that sort is likely. Of course Total War has it's own engine, so unity's limitations aren't exactly relevant. I'm sure the Total War devs focused a lot of attention on optimisation of large groups of AI units, given the nature of those games...
@blakeschmitt3464
@blakeschmitt3464 6 жыл бұрын
awesome, I've been having so much fun learning about Unity and game development with you!
@OmerSaidtr
@OmerSaidtr 6 жыл бұрын
That random ending killed me :D
@roadkillscjim
@roadkillscjim 5 жыл бұрын
CC on 0:14 "I'll be putting nudity's building AI solution to the test" ahahahahahaahah
@The7azem
@The7azem 4 жыл бұрын
hahahaha
@game-guy
@game-guy 4 жыл бұрын
hahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaha
@someknigt10guy22
@someknigt10guy22 4 жыл бұрын
I don't get it
@someknigt10guy22
@someknigt10guy22 4 жыл бұрын
O wait the closed caption nvm
@evediggory5730
@evediggory5730 6 жыл бұрын
I was doing homework but you uploaded
@JD_Mortal
@JD_Mortal 6 жыл бұрын
To get more realistic movement... 1: When an object is at a location, give that location a "resistance increase". 2: After x-time, recheck for new paths, randomly, using the "resistance" along paths as a modifier. Why add resistance? Too crowded... People avoid crowded locations, even if they are faster paths. Thus, creating a virtual "resistance", which we add to the new paths we select. We commonly take the path of least resistance. Why after x-time, and why randomly? Well, partly for speed, and partly because as others move away, some areas which were NOT crowded, will now be crowded, and other areas which were crowded, may now be vacant. In time, it is faster to recalculate than it is to cross-check each objects "path" to determine the resistance. However, for a true movement sim, you WOULD pre-calculate paths to a certain distance. Then each new moving object would take that resistance into path account, and just recalculate around it. However, that is like mind-reading and meta-gaming AI, that is artificially telepathic. Real people collide first, like they are in denial, or all running for the exit... Then, after getting jammed-up, they try to move away, while later followers who see the congestion, would normally pick another path before hitting the congestion. Stacking resistance sort-of adds like increasing "time to destination", or "length to destination", which should appease the AI that is controlling the motion. (Make "empty nodes", that have a diameter value and a resistance value. Setup in a simple grid, or even just tied to each moving object. Both should work the same, but being tied to the object will use less and be more accurate.) Optionally... Before a collision... If any object is approaching another object, it would normally slow-down a bit, so it doesn't collide. (Unless there is a fire... Then they would trample one another.) That requires a check for objects within x-range, but only within x-angle of the direction it is moving. Otherwise both objects would slow-down, if you didn't make sure only the one behind the other object slows down. Unless they are both headed towards one-another... Like at an intersection. Then you do want them to slow-down, for better collision detection and resistance-stacking, so others avoid that new congestion.
@kaangamgimginnkagnagnkingmngkn
@kaangamgimginnkagnagnkingmngkn 5 жыл бұрын
The end was actually splendid, this is the best thing I've ever seen therefore.
@JJNincorporated
@JJNincorporated 5 жыл бұрын
This is the exact solution I've been looking for. I couldn't find it anywhere else on the internet, and now my game is possible. Thank you!
@Jasperkiller1
@Jasperkiller1 6 жыл бұрын
I can actually watch those agents run for hours
@FlamingNinjaBoi
@FlamingNinjaBoi 3 жыл бұрын
Having been a gamer for decades, it's interesting to see 'the other side'. Like when people talk about whether a game is well optimized or badly optimized, it's often just people being pejorative without any logical evidence. Getting see what 'optimization' can look like is super neat. Like when you solved the massive CPU usage problem on rendering.
@SixxFox
@SixxFox 6 жыл бұрын
This is just way to satisfying to watch
@entreato
@entreato 6 жыл бұрын
Maaaan, this was the MOST FUN Unity video I've ever watched! And what a breathtaking ending! :) Thank you.
@thajinahmed
@thajinahmed 4 жыл бұрын
5:18 - THE BEST PART OF THE VIDEO... And Peaceful And The Video is Very Good, Like What's new In That because All Your Video are Super Cool! Thanks bro!
@Nerdfightarial
@Nerdfightarial 4 жыл бұрын
Backeys: Have fun doing game development! Also Brackeys: So I made a detailed spreadsheet.
@Nebulaoblivion
@Nebulaoblivion Жыл бұрын
Spreadsheets rock!
@HamzaKhan-cb4he
@HamzaKhan-cb4he 6 жыл бұрын
Wow! Better quality than already AWESOME quality and a cool ending lol
@scotmcpherson
@scotmcpherson 3 жыл бұрын
So the reason for the order of which units moved first is it's hierarchy position. For each process cycle, the units at the top of the hierarchy process first. You just created the back row first, then duplicated the rows toward the front. When you forced all paths to be calculated first, you sped things up a bit by front loading a lot of the processing, however the units still moved in order because that next step in the process would still be based on position in the hierarchy.
@RichardPupRoo
@RichardPupRoo 4 жыл бұрын
Video: I'll be putting Unity's building AI... Subtitles: I'll be putting nudity's building AI What the hell?!
@Vienesko
@Vienesko 6 жыл бұрын
This is good to know because Im currently working on a project where I need 800-1000 Agents simultaneously and individually wandering around but on several levels and most of them are mostly out of view (but they have to keep moving). Now that I know, that only the rendering is the limit I am very positiv, that that will work in the end. Thank you for your great tutorials. :-)
@457Deniz457
@457Deniz457 6 жыл бұрын
we love you :D
@brucecampbell9240
@brucecampbell9240 6 жыл бұрын
John Lennon Imagine
@bytecrafterlp605
@bytecrafterlp605 6 жыл бұрын
457Deniz457 o
@gms_tristan893
@gms_tristan893 6 жыл бұрын
457Deniz457 I
@davedogge2280
@davedogge2280 6 жыл бұрын
Also War Horse approves of this video.
@SeanATron-vr8eb
@SeanATron-vr8eb 6 жыл бұрын
no
@samre3006
@samre3006 6 жыл бұрын
I had a smile on my face in the end. Great. Thanks.
@DerpyNub
@DerpyNub 4 жыл бұрын
Dani: *This makes me go YES*
@ILoveThisGame778
@ILoveThisGame778 4 жыл бұрын
You are amazing. I started watching your tutorials a month ago i guess and today i published my game made by following your tutorials. Its a simple game but worth alot for me. Actually i followed your tutorials and blackthroanprod tutorials but majority were from your channel. I don't know how and why KZbin was showing your tutorials related to my current problems about game and you were first on KZbin who's videos were help for me. I am so excited to share that game with you guys but i don't think its good idea to share link here. Anyway thanks buddy.
@ILoveThisGame778
@ILoveThisGame778 4 жыл бұрын
I am sorry i can't stop. play.google.com/store/apps/details?id=com.ARQI.SpaceSurvivor
@Canthandlethis4296
@Canthandlethis4296 6 жыл бұрын
Come on... I should be doing my homework.
@doublesystem9790
@doublesystem9790 6 жыл бұрын
You can't escape the horses
@Henrix1998
@Henrix1998 6 жыл бұрын
You are not the only one
@matteobaldini9837
@matteobaldini9837 6 жыл бұрын
The best thing for me is that this is my homework.
@sethmoneygetter
@sethmoneygetter 6 жыл бұрын
probably more educational than what u did
@MrWhoever
@MrWhoever 5 жыл бұрын
Please create more videos like this! I'm not looking for tutorials, these are so much interesting!
@Wintershot
@Wintershot 5 жыл бұрын
Would have been interesting to see the AI comparing individual paths to come up with the perfect swarm pathing
@ekzac
@ekzac 6 жыл бұрын
I loved that horses running through the flat cubes right to the sunset without sun in the big flat plane! So beautiful! :')
@wookatsun25
@wookatsun25 6 жыл бұрын
5:19 Leaked Red dead redemption 2 ending
@Sun-Tzu-
@Sun-Tzu- 3 жыл бұрын
Would have been a better ending...
@zaidlacksalastname4905
@zaidlacksalastname4905 3 жыл бұрын
Aged like wine
@zaidlacksalastname4905
@zaidlacksalastname4905 3 жыл бұрын
@@Sun-Tzu- as great as it is, general, I'm gonna have to say no
@wookatsun25
@wookatsun25 3 жыл бұрын
@@zaidlacksalastname4905 True, didn't even remember leaving this comment too
@alanreiley
@alanreiley 4 жыл бұрын
I love this stuff and I am also very impressed with your thought processes on making it run more fluid-like. Thank you! This was great entertainment and very educational.
@stu6949
@stu6949 4 жыл бұрын
0:15 captions on I'l be putting nudity building AI Solotion to the test LOL
@yeppiidev
@yeppiidev 3 жыл бұрын
Lol
@balayogam
@balayogam 6 жыл бұрын
Excellent video. Wonderful ending. Loved it.
@arbigjylbegaj
@arbigjylbegaj 2 жыл бұрын
I love that he specifies things like "I also turned off V synx in the graphics settings" so that we also learn stuff like the fact that V sync can be found in Unity s' graphics settings while watching the video for enterntainement.
@miki_mao
@miki_mao 3 жыл бұрын
Amazing video! Always have found agents fascinating too! Very inspirational video
@barmetler
@barmetler 5 жыл бұрын
This video is so powerful.. i'm in tears
@AK476056
@AK476056 6 жыл бұрын
Amazing video. Your channel is great. I want to learn how to do this!
@joslatbarcelona
@joslatbarcelona 5 жыл бұрын
Clap Clap Clap! that was original, refreshing and pure fun! - Thanks :)
@Oxmond
@Oxmond 3 жыл бұрын
Crazy video...and that ending! 🤓😂
@themerpheus
@themerpheus 6 жыл бұрын
you should try c# job system for this.
@khaledmkhawad1
@khaledmkhawad1 6 жыл бұрын
Any implementation ideas ?
@Enteriosoft
@Enteriosoft 6 жыл бұрын
WOW!! That beautiful ending... Can you please make a tutorial on how to achieve that graphics.
@transgenderhera
@transgenderhera 3 жыл бұрын
God I miss your videos Brackeys
@LolFishFail
@LolFishFail 6 жыл бұрын
Currently debating whether to use Ue4 or Unity for an RTS strategy game, I have way more knowledge about Ue4 but Unity appears like it can handle more agents. Does anyone have any suggestions as to what I should go with?
@Itsysss
@Itsysss 4 жыл бұрын
Man I miss Brackeys 😔
@diliupg
@diliupg 3 жыл бұрын
This short video is so resourceful even in 2021. It answered many of my questions before I started coding the AI in my 3D game. Thanks Brackeys(Asbjørn Thirslund). May you be well. :)
@utpalsavaliya761
@utpalsavaliya761 4 жыл бұрын
0:14 Even though it is not automatically translated, the captions say Nudity's building AI solutions, instead of Unity's!
@Ibrahimhaxhiu
@Ibrahimhaxhiu 4 жыл бұрын
It's auto-generated
@utpalsavaliya761
@utpalsavaliya761 4 жыл бұрын
@@Ibrahimhaxhiu Nope, I am not talking about the "English (auto-generated)" ones, but the ones labelled just "English"
@melomaniakjm
@melomaniakjm 4 жыл бұрын
You are just amazing! Thank you so much for this video it was jubilating!
@goldcobraarima9819
@goldcobraarima9819 6 жыл бұрын
Awsome video, can you make more videos about AI? An did u made the hores by yourself and their movements? I think thats a rlly interesting theme :)
@kersh8568
@kersh8568 6 жыл бұрын
GoldCobra/ Arima it looked like the free horse package you can download from the asset store, I'm not 100% sure though.
@goldcobraarima9819
@goldcobraarima9819 6 жыл бұрын
Eric Kershner ty man :)
@adamsmith2054
@adamsmith2054 6 жыл бұрын
That was the funniest spelling mistake I have seen in my life.
@buracadorin
@buracadorin 6 жыл бұрын
You're comment made my day :))... I think the Horse model is: Horse Animset Pro, made by Malbers, you can find it on asset store ;)
@lolpop7799
@lolpop7799 6 жыл бұрын
GoldCobra/ Arima i still dont get why people are calling these things ai. Think about it they arent really artificial *intellgent*es i cant spell it xd.
@nachiketdhamane386
@nachiketdhamane386 3 жыл бұрын
0:14 Barckeys :- unity's building AI solution 👍 Captions :- nudity building AI solution 😂😂
@jaybenton7716
@jaybenton7716 6 жыл бұрын
Isn't this where the new Job System would come in? In the talk I watched, they managed to get thousands of AI moving with very little slowdown.
@Ziplock9000
@Ziplock9000 5 жыл бұрын
Exactly
@vlord47
@vlord47 6 жыл бұрын
Very nice video. I did not know how simple pathfinding was.. Tryna implement myself now! :D
@antideadmeme8057
@antideadmeme8057 5 жыл бұрын
Next vid: *how many unity's can A.I agent handle*
@tomtomkowski7653
@tomtomkowski7653 3 жыл бұрын
2:00 - most important info and conclusion is that Unity Navmesh sucks when only about 300-400 Agents can actively searching for a path at the same time. This was only working because you precalculated all the paths, which means it wasn't real testing and only what was tested is the GPU power to render so many agents.
@BRM5Guy
@BRM5Guy 4 жыл бұрын
Me: I got the horses in the back The horses in the back:
@JohnDoe-fv5cu
@JohnDoe-fv5cu 6 жыл бұрын
This is just brilliant! Especially the horses :D
@rubendreyer8179
@rubendreyer8179 6 жыл бұрын
My pc would lag on 100 agents
@elcio-dalosto
@elcio-dalosto 6 жыл бұрын
man... you are insanely good at what you propose to do. Congrats!
@verminrodent2567
@verminrodent2567 6 жыл бұрын
Wouldn't Brackey have been able to use way more Agents if he made them cubes instead of capsules?
@BlackMesaEmployee
@BlackMesaEmployee 6 жыл бұрын
pyramids work better
@Freedster
@Freedster 6 жыл бұрын
His data showed it only increased FPS by 4. Despite seeming much more complex, the capsules aren't actually that bad.
@SlyGuy
@SlyGuy 6 жыл бұрын
Thanks you so much for making so much test on unity and save us so much time! So much of everything! ;)
@jayking3063
@jayking3063 6 жыл бұрын
👏 that was a perfect ending 👏
@spacereceiverUtube
@spacereceiverUtube 5 жыл бұрын
Very cool! But I've been waiting when you gonna optimize agents to make them not to queue up when you make them find alternative ways. Would be cool to see them trying to find the way while they are running
@CabbageSandwich
@CabbageSandwich 6 жыл бұрын
*plays El Dorado theme over ending sequence* *sheds manly tear* *goes back to solidworks assignment*
@GameDevNerd
@GameDevNerd 2 жыл бұрын
If this had been some complex terrain with trees, rocks, water and other complex variations, AStar would blow Unity's built-in system out of the water. And you already saw a couple problems with it: it searches for a path in the background, they start one by one (synchronously) and there's a delay: agents don't respond to destinations/goals quickly. In a shooter or RTS game this is fatal, and once you've got a lot of stuff going on in a complex scene and 200+ agents they'll sometimes be sitting there for 2 to 5 whole seconds (or longer) after getting a new destination and doing nothing. You'll think it's your code but it's literally just how that basic navmesh system works. That's why AStar Pathfinding Project is so popular. Don't get me wrong, AStar has some issues too. For one, he does a lot of temporary array and list allocations in his code that generate a ton of garbage that gets bad after the game runs a long time and there's hundreds of agents. We had to rewrite portions of it to make it stop stuttering and lagging. It's also kind of complicated. But in a similar scenario, the Unity system would grind to a halt. AStar at least runs on multiple threads and takes advantage of multicore systems. So the capsule AI and cube world test is very deceiving. Make a big terrain with a lot of irregular features and try giving agents orders at irregular intervals and you'll see the problems start to surface. Things like this are what I want to see Unity's teams working on in the future to give Unreal some more formidable competition.
@Natalynn
@Natalynn 6 жыл бұрын
@Brackeys, What about the Job System? Apparently it can handle 10's of thousands entities or more.
@PMSTTR
@PMSTTR 6 жыл бұрын
Natalie yes please. We would like to see a video of job system
@armpap1
@armpap1 6 жыл бұрын
100.000 of individually animated AIs that do a lot more than just running - around at 30+ frames per second.
@UltimateQball
@UltimateQball 6 жыл бұрын
I really liked this video!! Now I have a better understanding of Unity's limitations
@opalthediloalt9595
@opalthediloalt9595 6 жыл бұрын
5:25 So beautiful, so amazing, it’s beyond beautiful, that is how all movies with good endings should end, with 1000000 wild horses running into the sunset, beautiful! Just beautiful
@kevinlel1792
@kevinlel1792 4 жыл бұрын
No, running *into* the sun
@opalthediloalt9595
@opalthediloalt9595 4 жыл бұрын
Kevin lel ... works
@Luckydrg
@Luckydrg 5 жыл бұрын
You are amazing. I just started to learn Unity (yesterday) and I love this simulation!!!!
@taisu4913
@taisu4913 6 жыл бұрын
When you have watched Brackeys for about a year and realize you have not subscribed ಠ_ಠ
@chickenmag1657
@chickenmag1657 5 жыл бұрын
≈•÷•≈
@UberMassiveGaming
@UberMassiveGaming 3 жыл бұрын
I think a lot of online unity a* solutions available use a square grid for the a* graph, giving them way more nodes than is necessary. Versus the a* navmesh unity generates being much more “polygonal” and spread out. So there still may be a way to build a more performance effective pathfinder than the built in one.
@alexbrandt
@alexbrandt 6 жыл бұрын
I'd love to see a video of this same process put in the ECS/Jobs system. I'm curious how many agents can be managed with those improvements
@minecaftgamer4206
@minecaftgamer4206 2 жыл бұрын
never thought a brackeys video could have such a happy ending. beautiful
@lizardsempire5770
@lizardsempire5770 5 жыл бұрын
This video just made my day!🤩🤩
@mutmut02
@mutmut02 6 жыл бұрын
So much fun at the end :') Love your channel !!
@invisiblescout
@invisiblescout 5 жыл бұрын
A whopping 10 agents (Refer to thumbnail)
@kroutonjr
@kroutonjr 6 жыл бұрын
one of the cool things with a* is that yoiu can add in a heat map which makes the ai look for more alternative paths if they see alot of units are going down a particular path.. its really useful for tower defense games
@wuznab5109
@wuznab5109 5 жыл бұрын
May I ask what plugin you are using for C#? I would love to do the same with mine.
@RaebEeffoc
@RaebEeffoc 2 жыл бұрын
Haha, this wasn't quite what I was looking in my search but very entertaining to watch so many little AI's.
@jeremydiaz9642
@jeremydiaz9642 6 жыл бұрын
Imagine this. With many AI Agents, in a real unity 3D game, you can simulate perhaps thousand amount of Zombies or whatever you prefer chasing you. *_Who else thinks this sounds amazing?_*
@ResurrectHD
@ResurrectHD 5 жыл бұрын
ディアスジェレミー Checkout “They Are Billions”, it’s an RTS game
@isTreeTProductions
@isTreeTProductions 4 жыл бұрын
One of the most awesome Unity videos i've ever seen :D
@voidofspaceandtime4684
@voidofspaceandtime4684 6 жыл бұрын
Hunt down the mazeman
@EriksGarbage
@EriksGarbage 6 жыл бұрын
I want this to be a screensaver >Get computer power of a server >Make the 10k simulation. >Run it. >When they reach the end, turn camera and make them go through the other end. >When finish, turn it back and start from step 3 (line 4)
@jrmorrisjr1471
@jrmorrisjr1471 5 жыл бұрын
The ending brought a tear to this Texan's eye.
@Jhenoah
@Jhenoah 6 жыл бұрын
Nice vid. Seem pretty good with Unity, too. Congrats.
@pcdoc_nanda
@pcdoc_nanda 6 жыл бұрын
Do more videos on AI
@mcorrade
@mcorrade 6 жыл бұрын
very cool. I was hoping for cactus riding horses into the sunset but hey yours was better :) Man I love being at the start of A.I.
小路飞嫁祸姐姐搞破坏 #路飞#海贼王
00:45
路飞与唐舞桐
Рет қаралды 29 МЛН
小路飞嫁祸姐姐搞破坏 #路飞#海贼王
00:45
路飞与唐舞桐
Рет қаралды 29 МЛН