ai-series-part-28
ai-series-part-9
Our great sponsors
ai-series-part-28 | ai-series-part-9 | |
---|---|---|
2 | 1 | |
4 | 3 | |
- | - | |
0.0 | 0.0 | |
over 2 years ago | about 3 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-9
-
Configure Enemy Attacks with ScriptableObjects to Reduce Prefab Count and Increase Enemy Diversity | AI Series Part 9 | Full Tutorial in Comments
Hey all! Happy #TutorialTuesday! This week we're revisiting ScriptableObjects. Now that we have more variety on how our enemies can attack, we'll be creating an Attack Configuration ScriptableObject that will configure what was implemented last week with the homing projectiles. This moves more to a data-oriented design which is easier to maintain over the prefab-oriented design. As always, full project code is available on GitHub!
What are some alternatives?
ai-series-part-27 - In this tutorial repository you will learn how to make NavMeshAgents surround a target instead of blindly chasing to the center point of their target at a customizable radius.
bullet-impacts - In this tutorial you will learn how to create a basic RigidBody Bullet that on impact, will have a particle system play at the impact location based on the material of the object the bullet collides with.
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-10 - Full project of the end state of the AI Series Part 10 video where we implement a flying enemy!
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-11 - Project for the tutorial on how to implement basic finite state machines for your AI in Unity.
ai-series-part-29 - Learn how to make NavMeshAgents find valid cover spots from another target object.