ai-series-part-28
ai-series-part-27
Our great sponsors
ai-series-part-28 | ai-series-part-27 | |
---|---|---|
2 | 1 | |
4 | 15 | |
- | - | |
0.0 | 0.0 | |
over 2 years ago | over 2 years ago | |
ShaderLab | ShaderLab | |
MIT License | MIT License |
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-28
-
Yes You CAN Have Moving AND Rotating NavMesh Platforms Using the Unity Navigation System! AI Series Part 30 | Full Tutorial in Comments
This week in this viewer request special we'll be taking a look into how to have moving and rotating navmesh platforms with the Unity Navigation System. This is a continuation of AI Series Part 28 where we first did moving platforms. But, in this one we'll be adding in the rotation and taking another look at the limitations of our 2 approaches.
-
Yes! You CAN Have Moving Platforms Using the Unity Navigation System! (with some limitations) | AI Series Part 28 | Full Tutorial in Comments
As always, full project code is available on GitHub!
ai-series-part-27
-
Make Your NavMeshAgents Surround Their Target Better With This Simple Surrounding Algorithm | Full Tutorial in Comments
As always, full project code is available on GitHub!
What are some alternatives?
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-29 - Learn how to make NavMeshAgents find valid cover spots from another target object.
ai-series-part-30 - In this tutorial repository you will learn how to make NavMeshes with Moving and Rotating Platforms that are traversable by NavMeshAgents. This is officially unsupported and comes with some limitations on how it can work.
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-9 - Full project of the end state of the AI Series Part 9 video where we dive deeper into ScriptableObjects and change to a Data-Oriented Design from our prefab-focused design.
polygon-wind - Unity shader to emulate wind on low poly assets.
ai-series-part-2 - Full project of the end state of the AI Series Part 2 video where we've add jumping with NavMeshLinks
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-37 - In this tutorial repository and accompanying video you will learn how to make your NavMeshAgents break down obstacles that block their path. The agents will consider if a particular path is worth going through by breaking down the obstructions or if pathing around them is more worthwhile.
KinetixAIDemos - A sample Unity Project used to test Kinetix AI Features