ai-series-part-29
ai-series-part-37
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ai-series-part-29
- Pathfinding code help
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Learn how to transition your Unity NavMeshAgent AI into a Ragdoll state on death with AI Series Part 39!
AI Checking Line of Sight (Part 29)
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Learn how to transition your NavMeshAgent AI into a Ragdoll state on death with AI Series Part 39!
This tutorial and accompanying repository ends up being a playable zombie shooter that incorporates several previous tutorials including: * Click to Move & Chasing a Player (Part 1) * Animated NavMeshAgents (Part 3) * AI Attacking Nearby Objects (Part 6) * AI Checking Line of Sight (Part 29) * Ragdoll Models * Raycast Shooting
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Need your NavMeshAgents to "Hide" or "Take Cover" From Other Objects? Look No Further! AI Series Part 29 | Full Tutorial in Comments
As always, full project code is available on GitHub!
ai-series-part-37
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Using an off mesh link for a Zombie to break down a door
Some time ago I did a video outlining that process if that would help. It’s not specifically about a “door” but any obstruction you want can work the same way.
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Learn how to add destructible obstructions into your scene, enable your NavMeshAgents to consider the path of least resistance, and break down obstructions if that's the most efficient route in AI Series Part 37!
As always, the full project 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.
divert - Rust bindings for Recast Navigation.
ai-series-part-28 - In this tutorial repository you will see how you can use moving platforms with the Unity Navigation System.
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
bullet-trails - In this tutorial you will learn how to create trails on bullets using a TrailRenderer that can be configured on a bullet-prefab level
ai-series-part-39 - Learn how to transform your fully animated NavMeshAgents and transform them into a Ragdoll on death that eventually subtly fade out
ai-series-part-2 - Full project of the end state of the AI Series Part 2 video where we've add jumping with NavMeshLinks
KinetixAIDemos - A sample Unity Project used to test Kinetix AI Features
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-10 - Full project of the end state of the AI Series Part 10 video where we implement a flying enemy!