ai-series-part-17
ai-series-part-14.5
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ai-series-part-17 | ai-series-part-14.5 | |
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4 | 1 | |
5 | 7 | |
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almost 3 years ago | almost 3 years ago | |
C# | C# | |
MIT License | MIT License |
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ai-series-part-17
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Learn How You Can Detect OffMeshLink Traversal of a NavMeshAgent! Full Tutorial in Comments!
To showcase how it works, we'll show the NavMeshAgent's path via a LineRenderer and show the exact path they'll take over an OffMeshLink with the custom AgentLinkMover script we made in Part 17. Don't worry! No previous AI Series watch history required to understand this tutorial!
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is there a way to make a navmesh agent play a certain animation when traversing a navmesh link?
Yes. You can tell when an agent is going to take a link and can play any arbitrary animation. In my AI series we do this first in part 3, and expand on that later in part 17 where we’ll customize the link traversal behavior based on the area type. Using that same concept you can use different animations. These all have public GitHub repos so you can inspect the code at your own speed as well
- Upgrading the Default NavMeshLink Traversal to Allow Different Move Methods Per Area Type | AI Series Part 17
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Upgrading the Default NavMeshLink Traversal to Allow Different Move Methods Per Area Type | AI Series Part 17 | Full Tutorial in Comments
As always, full project code is available on GitHub!
ai-series-part-14.5
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Optimizing Runtime NavMesh Generation - 99.94% improvement over AI Series Part 14 in AI Series Part 14.5 | Full Tutorial in Comments and in Cross-post
As always, full project code is available on GitHub!
What are some alternatives?
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.
menu-controller - Learn how to use a Stack to manage your UI Pages. Create pages that have configurable entry/exit animations, sounds, and actions. This is the base framework I've been using for over 6 years in my own projects and find it to be highly reliable, scalable, and still easy to use.
ai-series-part-43 - Learn how to find the OffMeshLinks (high level component: NavMeshLink) that a NavMeshAgent will take on their current path
SimpleGOAP - SimpleGOAP is a lightweight C# implementation of goal oriented action planning.
ai-series-part-21 - Tutorial repository for AI Series Part 21, which is Part 1 of a sub-series to implement enemy skills and abilities. In this repository we have the foundation for how to implement skills via ScriptableObjects and a single ability - a jump attack
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-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-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-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
Hibzz.Hibernator - A library used to create low performant idle applications in Unity