ai-series-part-14.5
SimpleGOAP
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ai-series-part-14.5 | SimpleGOAP | |
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1 | 1 | |
7 | 16 | |
- | - | |
0.0 | 10.0 | |
almost 3 years ago | about 2 years ago | |
C# | C# | |
MIT License | - |
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ai-series-part-14.5
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Tracking mentions began in Dec 2020.
SimpleGOAP
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Tracking mentions began in Dec 2020.
What are some alternatives?
ReGoap - Generic C# GOAP (Goal Oriented Action Planning) library with Unity3d examples
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ai-series-part-20 - This tutorial repository is the end state of the AI Series Part 20 - Weighted Random Spawning video where we implement a new spawn method and define these spawn configurations in ScriptableObjects.
ai-series-part-15 - Project for the AI Series Part 15 tutorial where we spawn NavMeshAgents at runtime on a Procedurally baked NavMesh that is baked only around the player in a large or procedurally generated world.
ai-series-part-22 - Tutorial repository for AI Series Part 22, which is Part 2 of a sub-series to implement enemy skills and abilities. In this repository we have extended the foundation from part 21 and implemented a new channeled ability - fire breath
ai-series-part-24 - Tutorial repository for AI Series Part 24, which is the 4th and final part of a sub-series to implement enemy skills and abilities. In this repository we have extended the foundation from part 21, 22, and 23 to implement a new instant-cast ability - poison gas
ultimate-volleyball - 3D RL Volleyball environment built on Unity ML-Agents
ai-series-part-14 - Project corresponding to AI Series Part 14 where we implement Baking NavMesh at Runtime around the Player, instead of baking on the entire scene
ai-series-part-17 - In this tutorial repository I show how to upgrade the AgentLinkMover script provided by Unity in the NavMesh Components repository to allow configuring Agent Move Method per NavMesh Area Type
ai-series-part-31 - learn how to show a path to a specific target without using a NavMeshAgent. We'll calculate the path on a NavMesh from the player's current location (controlled via a Third Person Controller) to the target location, and show that with a LineRenderer. The path calculation has a few knobs to turn, how high above the NavMesh to draw the line and how frequently to recalculate the path.