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ai-series-part-2
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ai-series-part-37
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Using an off mesh link for a Zombie to break down a door
Some time ago I did a video outlining that process if that would help. It’s not specifically about a “door” but any obstruction you want can work the same way.
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Learn how to add destructible obstructions into your scene, enable your NavMeshAgents to consider the path of least resistance, and break down obstructions if that's the most efficient route in AI Series Part 37!
As always, the full project 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.
divert - Rust bindings for Recast Navigation.
ai-series-part-27 - In this tutorial repository you will learn how to make NavMeshAgents surround a target instead of blindly chasing to the center point of their target at a customizable radius.
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
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-29 - Learn how to make NavMeshAgents find valid cover spots from another target object.
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-26 - In this tutorial repository you will learn how to select units with either a click. shift+click (to add/remove), and click+drag to bulk select units utilizing a singleton SelectionManager with automatically registering SelectableUnits that can have their path set with a right click of the mouse.
ai-series-part-43 - Learn how to find the OffMeshLinks (high level component: NavMeshLink) that a NavMeshAgent will take on their current path