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-34
In this tutorial repository you will learn how to make a NavMeshAgent traverse a NavMesh without using SetDestination nor the mouse to click-to-move. We'll use the keyboard to move the NavMeshAgent along the NavMesh instead, apply a configurable smoothing to the inputs so the agent doesn't abruptly swap directions and rotations. (by llamacademy)
ai-series-part-20 | ai-series-part-34 | |
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1 | 5 | |
5 | 4 | |
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0.0 | 0.0 | |
almost 3 years ago | almost 2 years ago | |
C# | C# | |
MIT License | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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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.
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-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.
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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!
ai-series-part-34
Posts with mentions or reviews of ai-series-part-34.
We have used some of these posts to build our list of alternatives
and similar projects.
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Navmesh and advanced movement.
Llamacademy has a good video for setting up directional navmesh movement, which you can modify to turn into a roll. He has a lot of great videos about the navmesh.
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Isometric - Best approach to learn and create a game
You'll need some way to move the character, and I think using a navmesh is your best option. But character movement is quite different between the games you listed. Llamacademy has some of the best tutorials for using the navmesh, even if the intro is a little corny. Fallout and Diablo use click to move, but Hades uses directional movement.
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Make your NavMeshAgents Move Along Bezier Curved Paths | AI Series Part 35 | Full Tutorial in Comments
I don't think this is the best option for enforcing some kind of a turn radius for a vehicle. If you're wanting the pathfinding from the NavMesh with a calculated path you'd follow a similar pattern as I've done here but ultimately the algorithm would be different in how you enforce that turn radius. It can be done, just not exactly the same way as this is. If you're just moving an Agent with a keyboard or controller, this video would get you going there https://youtu.be/5XxNHibLRlA
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NavMeshAgent Movement with a Keyboard instead of Click-To-Move - Incrementally Move Agents with No Destination, Still Limiting Them to the NavMesh | Full Unity Tutorial in Post
Full Tutorial on YouTube
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NavMeshAgent Movement with a Keyboard instead of Click-To-Move - Incrementally Move Agents with No Destination, Still Limiting Them to the NavMesh | Full Tutorial in Comments
As always, the full project is available on GitHub!
What are some alternatives?
When comparing ai-series-part-20 and ai-series-part-34 you can also consider the following projects:
NavMeshPlus - Unity NavMesh 2D Pathfinding
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
raycast-bouncing-bullets - Learn how to use Vector3.Reflect to upgrade your Raycast/Hitscan bullets so they can ricochet or bounce off any objects!
SimpleGOAP - SimpleGOAP is a lightweight C# implementation of goal oriented action planning.