ai-series-part-20 VS ai-series-part-31

Compare ai-series-part-20 vs ai-series-part-31 and see what are their differences.

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. (by llamacademy)

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. (by llamacademy)
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ai-series-part-20 ai-series-part-31
1 1
5 5
- -
0.0 0.0
almost 3 years ago over 2 years ago
C# C#
MIT License MIT License
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ai-series-part-20

Posts with mentions or reviews of ai-series-part-20. We have used some of these posts to build our list of alternatives and similar projects.

ai-series-part-31

Posts with mentions or reviews of ai-series-part-31. We have used some of these posts to build our list of alternatives and similar projects.

What are some alternatives?

When comparing ai-series-part-20 and ai-series-part-31 you can also consider the following projects:

NavMeshPlus - Unity NavMesh 2D Pathfinding

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-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

SimpleGOAP - SimpleGOAP is a lightweight C# implementation of goal oriented action planning.

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.

dotsnav - A fully dynamic planar navmesh for Unity supporting agents of any size

ReGoap - Generic C# GOAP (Goal Oriented Action Planning) library with Unity3d examples

DotRecast - DotRecast - a port of Recast & Detour, Industry-standard navigation mesh toolset for .NET, C#, Unity3D, games, servers