本帖最后由 微笑的猫 于 2025-3-19 17:00 编辑
Mobile Pedestrian System 1.1.2版下载链接
Key Features:
Waypoint-based pedestrian system.
Uses a grid system, allowing it to be used in any scene dimension without performance issues.
Movement is made using Apply Root Motion from the character animator.
Support for any humanoid characters.
Support for any animations.
Easy to create and integrate custom behaviours.
Support for traffic lights and no traffic lights street crossings.
Independent crossing component for integrating with existing vehicle systems.
Seamless integration with the Mobile Traffic System.
Pathfinding on waypoints. Method to find the shortest path between 2 waypoints using the existing waypoints inside the scene.
The ability for pedestrians to follow a given path. Method to make any pedestrian form anywhere in the scene to reach a specific destination.
Basic static and dynamic obstacle avoidance.
Pedestrian types - assign different types of pedestrians and allow access in specific areas based on pedestrian types. (Ex: only pedestrians marked as students will walk inside campus).
Priority waypoints. Ability to set the importance of the pedestrian paths. Useful to spawn more pedestrians in the crowded areas downtown and fewer on city edges.
Custom events on waypoints. Those events are triggered when a pedestrian reaches a specially marked waypoint. Useful for dynamic actions inside the app.
Capability to include pedestrians in the vehicle pool that will not be instantiated by the system. These pedestrians must be programmatically instantiated at the appropriate time.
Ability to subscribe to various events for a better overview of what happens inside the system and better customization opportunities.
Added delegates for some actions to easily change the default behaviors used by the system.
Custom editor tools - many editor windows to make the integration process as smooth as possible.
Pooling and reutilization system to create density around the player with fewer pedestrians, enhancing performance.
Simple API for advanced functionalities.
Complete code included and commented.
Works for any platform that supports the Burst compiler.
Requires Unity 2021.3 LTS and above.
Compatible with Unity 6.
Compatible with:
Road Constructor
Demo:
PC
All that you see in the demo is included inside the package:
1 production-ready Pedestrian thanks to SICS Games.
Animations from the Adam project made by Unity: Die, Idle, Revive, Run, Walk.
1 mobile production-ready car with 3 LODs and changeable colors, thanks to PolyNinja
9 road tiles that can be assembled in any way to create complex roads.
20 simple city buildings to populate your environment.
1 demo scene that assembles all the above elements into the playable scene from the demo.
主要功能
基于航点的行人系统。
使用网格系统,可在任何场景维度中使用而不会出现性能问题。
使用角色动画制作器中的 “应用根运动 ”进行运动。
支持任何人形角色。
支持任何动画
可轻松创建和集成自定义行为。
支持红绿灯和无红绿灯过街。
独立的十字路口组件,可与现有车辆系统集成。
与移动交通系统无缝集成。
航点寻路 利用场景内现有的航点,在两个航点之间找到最短路径的方法。
让行人遵循指定路径的功能。让任何行人从场景中的任何位置到达特定目的地的方法。
基本的静态和动态避障功能。
行人类型--分配不同类型的行人,并根据行人类型允许进入特定区域。(例如:只有标记为学生的行人才能在校园内行走)。
优先航点。可以设置行人路径的重要性。这有助于在市中心拥挤的区域产生更多的行人,而在城市边缘则产生较少的行人。
路点上的自定义事件。当行人到达特别标记的路点时,就会触发这些事件。这对应用程序内的动态操作非常有用。
在车辆池中加入系统不会实例化的行人。这些行人必须通过编程在
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