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Pro Racing AI if finally available for sale

Published by DavidGutierrezPalma on 2011-11-21

Pro Racing AI is the only racing AI package that works, out of the box and with zero coding, with Edy's Vehicle Physics, UnityCar & Unity Car Tutorial (simple and alternate physics models). The product has been developed in C# and can be easily extended to support other Vehicle Physics engines.

It is sold under two different licenses:

  • Binary License: 60€ + VAT (if applicable).
  • Source License: 150€ + VAT (if applicable).

Both packages have exactly the same features, the only difference between them is that the "Binary License" won't include the source code of the product, but three .NET assemblies (*.dll) that can be used with any version of Unity (even with Unity Free). The listed prices are the pre-release prices for the 0.x branch, that has been used successfully in one complete project but should still be considered as a public beta (so any bug report is welcomed). Once the beta period ends and we reach the 1.x branch, the prices will be increased a little.

FEATURES IMPLEMENTED IN THE CURRENT VERSION:

  • It works with Unity Free and Unity Pro.
  • It uses advanced spline tools to model the ideal racing line and the track limits.
  • It's possible to divide the track into different sectors and tweak the parameters for each sector separately.
  • It's possible to define different racing line and driver traits for each AI-controlled vehicle to give them unique behaviours.
  • The track information can be saved / loaded from an external JSON file.
  • Counter-steering maneuvers to avoid excessive drifting.
  • Basic crash-recovering maneuvers.
  • Experimental support for Machine Learning: leave the AI racing alone and let it find out the optimal parameters for each sector.

  FEATURES THAT WILL BE IMPLEMENTED DURING THE BRANCH 0.x:

  • Basic obstacle avoidance / overtaking behavior.
  • Advanced crash-recovering maneuvers.
  • Improved Machine Learning support.
  • Allow support for choosing a path from a list at runtime.
  • Lap counter and Live timing screen: lap times, sector times, fastest personal lap, fastest absolute lap and more...

  FEATURES THAT WILL BE IMPLEMENTED DURING THE BRANCH 1.x:

  • Optimizations for mobile devices.
  • Advanced obstacle avoidance / overtaking maneuvers.
  • Allow the AI to choose randomly between several paths / racing lines at runtime. Each path will have a "weight" value indicating the probability of choosing that path. If all the path have the same "weight" value, the choice will be completely random.
  • AI Manager: a class that would change dynamically the aggressiveness and skill level of each AI controlled vehicle depending on the player's skills. As the AI speed will depend on player's lap times, he will never feel again the "lonely racer" syndrome because the AI won't be too fast nor too slow for the player.

  WISHLIST (OR FEATURES I WOULD LIKE TO IMPLEMENT AT SOME POINT IN THE FUTURE):

  • Automatic racing line optimization: after drawing a basic racing line, let the AI to optimize the waypoint distribution and calculate the racing line with the greatest average turn radius.
  • Easy Roads integration: create your track with Easy Roads and Pro Racing AI will generate the ideal racing line and retrieving all the track information for you. Does it sound good? That's the reason why I want to implement this functionality at some point in the future...

  The product is already available for sale on the Online Store and it will be soon available on the Unity Asset Store.


I've found out that sometimes the *.dll files from the binary package aren't imported correctly. When this happens, it's possible to export the whole project as an UnityPackage and import this new UnityPackage into a new project. While I don't consider this workaround as a final solution (and I continue investigating the issue trying to find a better solution), it has worked perfectly in absolutely all my test projects.