ai-series-part-21
ai-series-part-17
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almost 3 years ago | almost 3 years ago | |
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MIT License | MIT License |
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ai-series-part-21
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How to Implement Enemy Skills/Abilities Part 3: Ice Lance | AI Series Part 23 | Full Tutorial in Comments
This week is Part 23 of the AI Series (and part 3 of the sub-series about implementing SkillScriptableObjects) where we'll be taking a look at how to implement an instant-cast projectile ability: Ice Lance. Instant-cast skills are really good options for weaker, more frequent skills to keep the player on their toes! We'll reuse the bullet mechanic first implemented in AI Series Part 7 and combine that with the foundational SkillScriptableObject code done in the last 2 videos ( Part 1 - Foundation & Jump Attack and Part 2 - Fire Breath ) to implement this ability.
- How to Implement Enemy Abilities (aka Skills) with ScriptableObjects Part 1 | AI Series Part 21 | Unity Tutorial
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How to Implement Enemy Abilities (aka Skills ) with ScriptableObjects Part 1 | AI Series Part 21 | Full Tutorial in Comments
As always, full project code is available on GitHub!
ai-series-part-17
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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!
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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
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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!
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.
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-43 - Learn how to find the OffMeshLinks (high level component: NavMeshLink) that a NavMeshAgent will take on their current path
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-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