AI physics - KinematicRigidBody vs CharacterController?

Just starting to explore physics for AI controlled characters, and I’m wondering what I should use. There’s not a lot of documentation for either of the two physics systems. Do any of the samples show physics for AI controlled characters?

A KinematicRigidBody affect other objects in the simulation but are not affected themselves by either other objects or forces such as gravity. A CharacterController is affected by gravity and other forces (collisions). The physics engine used by Paradox is Bullet Physics. The last time I looked the CharacterController implementation is basically A KinematicRigidBody with it’s own gravity and collision response etc.

Oh, should have also said there is a CharacterController sample (2d). I can’t remember the actual name of it atm but if you look under the physics samples should be easy to spot. But I don’t think there are any AI controlled character samples as such. You might try googling for Bullet Physics ones or more broadly from other game engines like Unity and apply the similar logic in a script.

Cool, thanks, I will do some googling :slight_smile: . I did have a look at the CharacterController sample, which was helpful, so it shouldn’t be too hard to combine that with controlling some AI :slight_smile: .

No worries. Sorry I couldn’t be more helpful than “google it”. There are probably some specific search terms you could use depending on the genre of game you want to make i.e. First Person Shooter vs 2D platformer.

You might get better help if you ask a question for a particular problem like “How do I get the zombies to follow the player?” or “How do I get the enemy to pace back and forth on the platform?”

The physics part is quite easy to integrate.
I would worry more about the AI part which is actually not so much related. Have an AI prototype ready and then add physics afterwards I would say.