ai-series-part-20
NavMeshPlus
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ai-series-part-20 | NavMeshPlus | |
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1 | 7 | |
5 | 1,520 | |
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0.0 | 4.6 | |
almost 3 years ago | 11 days ago | |
C# | C# | |
MIT License | MIT License |
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ai-series-part-20
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How to Implement Weighted Random Enemy Spawning with Spawn Configuration ScriptableObjects | AI Series Part 20 | Full Tutorial in Comments
As always, full project code is available on GitHub!
NavMeshPlus
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2D Navmesh?
h8man/NavMeshPlus: Unity NavMesh 2D Pathfinding (github.com)
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Hoping for some advice: what's the best way to keep large crowds of enemies from overlapping each other?
If you want to use navmesh in 2d for local avoidance, I have used https://github.com/h8man/NavMeshPlus in the past and it works. License is MIT so completely free to use for anything.
- How to fix objects "jittery" when using navmesh 2d following player ?
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I used unity Navmesh Agent to make the Pets follow the player. I think this AI Movement is the best way to navigate when working on a top down Map. I still noticed a small glitch with certain modifier components though..
So basically what I used in one of my small projects was https://github.com/h8man/NavMeshPlus NavMeshPlus. Haven't tried A* algorithms yet.
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AI to follow the player through a top-down game with tilesmap
There's a 2D alternative: https://github.com/h8man/NavMeshPlus
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Experimenting with basic pathfinding and enemies.
Using NavMeshPlus to create some basic path finding, it works very well with surprisingly very little setup. Also started work on some tileset art.
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Made some ally bots that will help you fight in our upcoming game! Will be our first game so this is pretty cool for us
But if you were wondering how to do the bots, we used: -NavMeshPlus for pathfinding.
What are some alternatives?
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
tile - Tile is a 2D grid engine, built with data and cache friendly ways, includes pathfinding and observers.
SimpleGOAP - SimpleGOAP is a lightweight C# implementation of goal oriented action planning.
dotsnav - A fully dynamic planar navmesh for Unity supporting agents of any size
PixiEditor - PixiEditor is a lightweight pixel art editor made with .NET 7
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.
divert - Rust bindings for Recast Navigation.
2D-Astar-Pathfinding-in-Unity - A 2D implementation of the Astar Pathfinding algorithm using Tilemaps in Unity
zfrag - Zen Game in which you can manually defrag a virtual Hard Disk, Made with Unity.
Boid-2D-Unity
ShadowCastFoV - Unity Grid/Tilemap-based FoV
Moonflow-Lensflare-System - ■■Finished■■ Unity full pipeline multi light source lens flare rendering scheme based on atlas