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. (by llamacademy)
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. (by llamacademy)
ai-series-part-30 | ai-series-part-9 | |
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1 | 1 | |
6 | 3 | |
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0.0 | 0.0 | |
over 2 years ago | about 3 years ago | |
ShaderLab | ShaderLab | |
MIT License | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.
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-30
Posts with mentions or reviews of ai-series-part-30.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-10-06.
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Yes You CAN Have Moving AND Rotating NavMesh Platforms Using the Unity Navigation System! AI Series Part 30 | Full Tutorial in Comments
As always, full project code is available on GitHub!
ai-series-part-9
Posts with mentions or reviews of ai-series-part-9.
We have used some of these posts to build our list of alternatives
and similar projects.
-
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?
When comparing ai-series-part-30 and ai-series-part-9 you can also consider the following projects:
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.
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-11 - Project for the tutorial on how to implement basic finite state machines for your AI in Unity.