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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)
ai-series-part-10
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Creating a Flying NavMeshAgent! | AI Series Part 10 | Unity Tutorial
As always, full project code is available on GitHub!
What are some alternatives?
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-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.
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-11 - Project for the tutorial on how to implement basic finite state machines for your AI in Unity.
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-29 - Learn how to make NavMeshAgents find valid cover spots from another target object.
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
ai-series-part-12 - Project for the AI Series Part 12 where I go over how to choose the closest target to a particular NavMeshAgent based on the distance the NavMeshAgent would travel to get to the other target.