Agents & Entities

Example scenes pertaining to a set of related RIDE API capabilities. 

Overview

Explore a scene to learn more about the API.

Results

Example Agent Behaviours Image

Agent Behaviours

Demonstrates a code-driven set of general and custom agent behaviors for a unit.

Example Agent Commands Image

Agent Commands

Command agents with basic real-time strategy (RTS) control type input. Displays a selector marquee in a specified color, with selected agents displaying a circular icon at their base.

RIDE Asset Lineup Soldiers

Asset Lineup

Collects available entity prefabs for inspection, modification and testing.

Example Behaviour Comparison Image

Behaviour Comparison

This scene demonstrates how one might analyze side-by-side the performance of two approaches for agent cover behaviour: scripted vs. Machine Learning (ML).

Example Combat Image

Combat

Define the unit spawn parameters of opposing Blue and Red agents. Autonomous behaviors enable each side to navigate obstacles and engage via line-of-sight in order to reach a waypoint.

Example Movement Data Mono Image

DataMono Entities

“DataMono” characters built by using bootstrappable data components for entities.

Dynamic Spawn Example Image

Dynamic Spawn

Spawn individual agents or squads, and then commandeer any single unit with full first-person fire/movement controls.

Example Interpretation System Image 00

Interpretation System

Demonstrates the systems for real-time interpretation of scenario events and narrative summarization.

Example LOS Image

Line of Sight

Demonstrates terrain map line-of-sight (LOS) system for BLUEFOR, OPFOR and CIV agents. 

Example Patrol And Attack Bot Image

Patrol and Attack Bot

Demonstrates autonomous agents using behavior trees (BT) in order to make decisions about patrolling and attacking.

Razish Tour Image

Razish Tour

This example scene shows how to create an interactive tour around a terrain using scenario events and custom AI behaviors.

Example Region System Image

Region System

Track the movement of individual agents and groups as they move in and out of defined polygonal regions.

Team Match Room Image

Team Match

Red vs Blue networked competitive multiplayer on various terrain maps with dismounted or vehicular units.

Example Time Simulation capture

Time Simulation

Demonstrates how to control simulation time speed and unit movement speed.

Example Training Take CoverML Image

Training TakeCover ML

Rapid training of mlAgent units for modelling cover behaviour by inference. This scene links to an external python application over Unity TCP containing user-defined observations created in an academy for which the unit “brains” undergo training.

Unit Data Example Image

Unit Data

Save agents and/or groups for later retrieval, allowing them to be loaded into the scene via custom menus.

Example Input Vehicle Image CTR

Vehicles Input

Navigate terrain maps with “drivable” vehicles through basic keyboard or gamepad input. Cycle multiple camera angles in and around the vehicle for observation of variables in the environment that affect physics of the vehicles. An overlay displays vehicle motion statistics in real-time.

Example VGL Stress Test Image

VGL Stress Test

Configure a scalability test with generic in-game agents in real-time and record performance data locally and in the cloud for later analysis.