ai-series-part-17
ai-series-part-43
Our great sponsors
ai-series-part-17 | ai-series-part-43 | |
---|---|---|
4 | 1 | |
5 | 5 | |
- | - | |
0.0 | 10.0 | |
almost 3 years ago | over 1 year ago | |
C# | ShaderLab | |
MIT License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
ai-series-part-17
-
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!
-
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
-
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-43
-
Learn How You Can Detect OffMeshLink Traversal of a NavMeshAgent! Full Tutorial in Comments!
As always, the full project for this video 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.
DotRecast - DotRecast - a port of Recast & Detour, Industry-standard navigation mesh toolset for .NET, C#, Unity3D, games, servers
ai-series-part-14.5 - Project used in the AI Series Part 14.5 Unity Tutorial where I show how to approach optimizing code, using our runtime navmesh generation as the optimization target
ai-series-part-32 - Learn how NavMeshAgent obstacle avoidance works... in DEPTH! In this deep dive into NavMeshAgent avoidance you'll learn 5 key takeaways for improving NavMeshAgent avoidance using the Unity Navigation System, no external assets needed!
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-40 - Learn how you can implement the jobs system to improve the performance of Line of Sight checking for your AI!
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-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-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
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.