Shiny Packages

Shiny Packages

Oh hey, didn’t see you there! We haven’t talked in quite some time, and there’s a ton of new stuff we should catch up on. First, a happy new year to everyone! We hope you had the merriest of holidays and a great new year’s eve. Second, we’ve been very busy: There is this neat patch we were working on, which includes shiny new packages for both Free and Pro users. Keen? Let’s go!
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You Demand, We Deliver

Performance and Usability

Hey there! We haven’t talked in quite a while. And we all know what that means: Loads of content and new features! We’ve received a number of suggestions and wishes from you which we’ve sculpted into our most comprehensive update yet. So if you are into fast performance and clearer workflows while maintaining a tidy and sleek interface, this patch is for you! There’s an XXL changelog waiting for you. So without further ado, let’s get right into it!
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The Pathfinder

Pathfinder Patch

Anyone here remembering that weird path patch half year ago? (Yeah absolutely correct, this one we had to revert a patch later because it broke everything.) We’re more than happy to tell you that, finally, we managed to release these features in a very sophisticated and highly usable manner. On top of this, we not only added functionality for quickly constructing and following paths. We also managed to fully integrate pathfinding right into our steering approach. For now, we do this utilizing Unity’s inbuilt NavMesh technology, but in the future, we plan to release adapters for the most commonly used pathfinding plugins out there.
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Multithreading at It’s Finest

Advanced Asynchronous Load Balancing

Hi! We hope that you had very happy Easter holidays! Today, we can finally shed some light on what we were working on in the past few weeks.

We did some serious refinement to make good features great! You may have noticed nasty micro-lags here and there when using the Asynchronous functionality of the AIMThreading component. Consider them gone because we polished the multithreading support to a new level and integrated advanced mechanisms for asynchronous load balancing! If there is too much work to do, the system keeps track of this to match your desired AI update rate. That is achieved by preparing agents in a delayed manner over multiple frames before there are handed over to the asynchronous threads. Furthermore, you will be very happy to hear about the new syntax highlighting in our documentation and a handful of neat improvements in the user interface of Polarith AI.

Good news, you can now find us in the Unity Forums where you can ask questions of any kind. We would love to hear from you!
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