ai-series-part-13
ai-series-part-11
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1 | 1 | |
3 | 2 | |
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0.0 | 0.0 | |
almost 4 years ago | almost 4 years ago | |
ShaderLab | ShaderLab | |
MIT License | MIT License |
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ai-series-part-13
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Procedural Level and NavMesh Generation | AI Series Part 13 | Full Tutorial in Comments
As always, full project code is available on GitHub!
ai-series-part-11
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Upgrading "Always Follow" AI to a State Machine with Idle, Patrol, and Chase States (Including ScriptableObject configuration!) | AI Series Part 11 | Full Tutorial in Comments
As always, full project code is available on GitHub!
What are some alternatives?
unity-sdf-generator - A Unity tool to generate signed distance field volumes (as Texture3D assets) from meshes.
ai-series-part-9 - Full project of the end state of the AI Series Part 9 video where we dive deeper into ScriptableObjects and change to a Data-Oriented Design from our prefab-focused design.
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-10 - Full project of the end state of the AI Series Part 10 video where we implement a flying enemy!
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-33 - Learn how to combine NavMeshObstacles and NavMeshAgents on the same GameObject for NavMeshAgents that can carve the NavMesh when stationary. Moving NavMeshAgents cannot carve the NavMesh.
ai-series-part-8 - Full project of the end state of the AI Series Part 8 video where we dive deeper into bullet mechanics by adding homing bullets and noise to the path they take
ai-series-part-3 - Full project of the end state of the AI Series Part 3 video where we add basic animations to our NavMeshAgents