KinetixAIDemos
ai-series-part-32
KinetixAIDemos | ai-series-part-32 | |
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1 | 5 | |
4 | 19 | |
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4.3 | 0.0 | |
11 months ago | over 2 years ago | |
ShaderLab | ShaderLab | |
- | MIT License |
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KinetixAIDemos
ai-series-part-32
- What causes nav agents to jitter like this?
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Why Does My NavMeshAgent's Velocity Spike?
Suggested skimming: https://youtu.be/dHYcio6fRI4
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Characters avoiding each other on a grid
Unity has a navmesh, I think it is what rimworld uses. https://youtu.be/dHYcio6fRI4
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Unity Obstacle Avoidance in Depth - How to make your NavMeshAgents avoid one another, the root cause of the "pushing" phenomenon, and how to improve the avoidance to avoid pushing.
Full Tutorial on YouTube
As always, full project code is available on GitHub!
What are some alternatives?
ai-series-part-40 - Learn how you can implement the jobs system to improve the performance of Line of Sight checking for your AI!
ai-series-part-27 - In this tutorial repository you will learn how to make NavMeshAgents surround a target instead of blindly chasing to the center point of their target at a customizable radius.
ai-series-part-42 - Learn how to combine a Root Motion animated model with a NavMeshAgent. This gives you all the pathing benefits and local avoidance of the Navigation System with the precise animation you expect from Root Motion.
ai-series-part-2 - Full project of the end state of the AI Series Part 2 video where we've add jumping with NavMeshLinks
ai-series-part-38 - Learn how to create your very own Companion AI! In this tutorial video you will learn how to create a companion that follows the player when the player moves, rotates around the player when idle, and attacks nearby Attackable GameObjects when they come within range!
ai-series-part-37 - In this tutorial repository and accompanying video you will learn how to make your NavMeshAgents break down obstacles that block their path. The agents will consider if a particular path is worth going through by breaking down the obstructions or if pathing around them is more worthwhile.
ai-series-part-43 - Learn how to find the OffMeshLinks (high level component: NavMeshLink) that a NavMeshAgent will take on their current path
ai-series-part-12 - Project for the AI Series Part 12 where I go over how to choose the closest target to a particular NavMeshAgent based on the distance the NavMeshAgent would travel to get to the other target.
ai-series-part-29 - Learn how to make NavMeshAgents find valid cover spots from another target object.