Examples

The RIDE platform contains several example scenes that feature one or multiple capabilities of the API. 

New example scenes are added to the project regularly.

Explore the /Assets/Ride/Examples/ directory in your local version for additional scenes not yet listed in this documentation.

The Level Select standalone release may feature certain Examples that currently do not have distributed source files.

The RIDE platform contains several example scenes that feature one or multiple capabilities of the API. 

Explore the /Assets/Ride/Examples/ directory in your local version for additional scenes not yet listed in this documentation or not featured in the current LevelSelect scene listing.

New example scenes are added to the project regularly.

A* Pathing

Demonstrates how to use the “A* Pathfinding” option as a new movement system type for units.

Agent Behaviours

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

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.

Asset Lineup

Collects available entity prefabs for inspection, modification and testing.

Audio

This example demonstrates how to load and play audio clips in RIDE.

Audio-Visual Sensing

Shows how to leverage commodity audio-visual sensing AI services through REST calls, using RIDE’s common web services system.

Barracuda API

This example demonstrates how to examine and run unit tests on various Machine Learning models residing within/outside RIDE backed with Unity Barracuda framework.

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).

Camera Home

Demonstrates how to reset a camera’s position and rotation at run-time using RIDE’s ICamera system.

Camera Tween

Demonstrates how to use RIDE’s tween (in-betweening) system to move a camera.

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.

DataMono Entities

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

DIS Messages

Demonstrates how to use RIDE systems to send and receive Distributed Interactive Simulation (DIS) messages.

Dynamic Spawn

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

Ground Classification Weather

Demonstrates the dynamic navigation of different unit types to an arbitrary waypoint under a severe weather event affecting ground conditions.

Headless Mode

If the CommandLineParser.cs script is in the scene, and you create a build of the scene, then you can process all the ScenarioParameters and run your simulation with or without graphics.

Interpretation System

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

A* Pathing

Demonstrates how to use the “A* Pathfinding” option as a new movement system type for units.

Agent Behaviours

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

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.

Audio

This example demonstrates how to load and play audio clips in RIDE.

Audio-Visual Sensing

Shows how to leverage commodity audio-visual sensing AI services through REST calls, using RIDE’s common web services system.

Barracuda API

This example demonstrates how to examine and run unit tests on various Machine Learning models residing within/outside RIDE backed with Unity Barracuda framework.

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).

Camera Home

Demonstrates how to reset a camera’s position and rotation at run-time using RIDE’s ICamera system.

Camera Tween

Demonstrates how to use RIDE’s tween (in-betweening) system to move a camera.

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.

DataMono Entities

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

DIS Messages

Demonstrates how to use RIDE systems to send and receive Distributed Interactive Simulation (DIS) messages.

Dynamic Spawn

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

Ground Classification Weather

Demonstrates the dynamic navigation of different unit types to an arbitrary waypoint under a severe weather event affecting ground conditions.

Headless Mode

If the CommandLineParser.cs script is in the scene, and you create a build of the scene, then you can process all the ScenarioParameters and run your simulation with or without graphics.

Interpretation System

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

Line of Sight

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

Localization

Demonstrates how to load, display, and switch between different languages

Logging

Use the RIDE API to implement your own logging.

MSELI

Master scenario events list injection (MSELI) allows you to create arbitrary events in the simulation and provide them with execution orders and conditions for their execution during the scenario.