ai-series-part-29
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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-3
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Adding Animations to NavMeshAgents | AI Series Part 3 | Full Tutorial in comments!
As always, all code from this tutorial is available on GitHub: https://github.com/llamacademy/ai-series-part-3 This project is the **END STATE** of this tutorial. You can follow along by opening the PREVIOUS project (https://github.com/llamacademy/ai-series-part-2)
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.
ai-series-part-28 - In this tutorial repository you will see how you can use moving platforms with the Unity Navigation System.
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.
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-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.
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-10 - Full project of the end state of the AI Series Part 10 video where we implement a flying enemy!
KinetixAIDemos - A sample Unity Project used to test Kinetix AI Features
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-8 - Full project of the end state of the AI Series Part 8 video where we dive deeper into bullet mechanics by adding homing bullets and noise to the path they take