NavMeshComponents
UnrealCLR
NavMeshComponents | UnrealCLR | |
---|---|---|
22 | 37 | |
2,957 | 3,048 | |
0.5% | - | |
0.0 | 2.6 | |
12 months ago | 11 months ago | |
C# | C# | |
MIT License | MIT License |
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NavMeshComponents
- what am i doing worong?
- Asking for some help or advice on runtime navmesh baking in Unity.
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Issue with NavMesh thin break
So if you use the github Navmesh Components, you can change the voxel height and tile size manually. That MIGHT be able to fix the seam issue you have.
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A* pathfinding on Procedurally generated terrain.
There's a Brackeys tutorial on this, but it's four years old and to get it to work you'll have to add unity.ai.navigation as a package. It used to be included in UnityEngine.AI, but now it's referred to as experimental in the documentation as well as the Navigation window in 2021 LTS. It hasn't been updated in three years so I assume that experiment failed. Below is how to achieve the same thing with the current built in functionality.
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Godot for AA/AAA game development – What's missing?
I've been using Unity for a few months now and what is most frustrating is how lazy the company presents itself.
They basically found that the Asset Store is such a huge source of revenue for them that they now completely over-leverage it and abuse the community for profit. For the few things they do ship, they routinely break things for backwards incompatibility or literally just ship half complete "products". If you want to do anything meaningful in Unity you either have to build it yourself from the ground up or buy plugins.
An example: their AI navigation system is so lacking in features, they haven't updated it in nearly two years, and the last ship they did was literally half broken and buggy for several use cases. https://github.com/Unity-Technologies/NavMeshComponents
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Multiple NavMeshBaking at Runtime
I assume the ai package you included was the same as this https://github.com/Unity-Technologies/NavMeshComponents ? If so I would look at the examples there and adapt the local navmesh builder to your usecase. You don't need to run it every frame, you could run it every X seconds or after travelling a certain distance to save performance.
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Pathfinding for AI in a 3D procedurally generated world?
If you want to stick with standard unity stuff to start with, the Unity NavMeshComponents are a good start:
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Good asset for 3D Platformer AI?
1)The built in Navmesh of unity. I prefer using NavMeshComponents https://github.com/Unity-Technologies/NavMeshComponents
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Adding NavMeshModifier at run time
You can use NavMeshBuilder.UpdateNavMeshDataAsync to bake parts of a new navmesh at runtime in a very efficient way (i.e. won't slow down framerate), but the documentation is both confusing and nearly non-existent. The best way to learn how to do this properly is to carefully study Unity's LocalNavMeshBuilder code and extrapolate. I seriously wish they'd expand on this and make it more accessible, but so far this is the best I've found.
- Question: Where can I find the navmeshhit?, I am using the 2021 Unity version
UnrealCLR
- Since you're asking yes u can use C# in unreal
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Unity plan pricing and packaging updates
https://github.com/nxrighthere/UnrealCLR
I'm also surprised though they haven't just gone and added C# support as a first class option, it seems like such an obvious win.
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Those who have worked in both unreal and unity, what have your experiences been like?
You can use C# in unreal: https://github.com/nxrighthere/UnrealCLR, they even got an epic megagrant.
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C#
Surprise motherfucker
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Will unreal add C# as an extra language?
UnrealCLR
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How come Godot is by far the most recommended game engine, yet there are very few noticeable successful games made by it?
UnrealCLR has an Epic megagrant and supports .NET 6 already.
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I’ll take “sentences I never thought I’d write” for 200, Alex
I mean, technically Unreal does have C# support via their community, but it lags a bit behind the engine and isn’t as fully featured as Unity or even Godot https://github.com/nxrighthere/UnrealCLR
- [PC Gamer] Unity is merging with a company who made a malware installer
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Why is unity partnering with a company best known for making malware?
Biggest thing to note is that there's no stable release as of yet, so using UnrealCLR right now might not be the best idea for commercial games. There's also a few engine APIs missing from UnrealCLR, but from my own understanding, most of the common ones are there and ready to use.
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Unity Employees "Mad and Stressed Out" Amidst Unexpected Layoffs
Wish they would turn this into an officially supported project: https://github.com/nxrighthere/UnrealCLR
What are some alternatives?
Godot - Godot Engine – Multi-platform 2D and 3D game engine
MonoGame - One framework for creating powerful cross-platform games.
JoltPhysics - A multi core friendly rigid body physics and collision detection library, written in C++, suitable for games and VR applications.
entt - Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more
Stride Game Engine - Stride Game Engine (formerly Xenko)
UrhoSharp - Code to integrate with the Urho3D engine
Harmony - A library for patching, replacing and decorating .NET and Mono methods during runtime
Duality - a 2D Game Development Framework
Wave Engine - This repository contains all the official samples of Evergine.
Nez - Nez is a free 2D focused framework that works with MonoGame and FNA
BEPUphysics - Pure C# 3D real time physics simulation library, now with a higher version number.
osu-framework - A game framework written with osu! in mind.