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ai-series-part-31
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Show Path to a Target With Third or First Person Controller Using a NavMesh To Calculate the Path and LineRenderer to Show the Path | AI Series Part 31
As always, full project code is available on GitHub!
ai-series-part-17
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Learn How You Can Detect OffMeshLink Traversal of a NavMeshAgent! Full Tutorial in Comments!
To showcase how it works, we'll show the NavMeshAgent's path via a LineRenderer and show the exact path they'll take over an OffMeshLink with the custom AgentLinkMover script we made in Part 17. Don't worry! No previous AI Series watch history required to understand this tutorial!
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is there a way to make a navmesh agent play a certain animation when traversing a navmesh link?
Yes. You can tell when an agent is going to take a link and can play any arbitrary animation. In my AI series we do this first in part 3, and expand on that later in part 17 where we’ll customize the link traversal behavior based on the area type. Using that same concept you can use different animations. These all have public GitHub repos so you can inspect the code at your own speed as well
- Upgrading the Default NavMeshLink Traversal to Allow Different Move Methods Per Area Type | AI Series Part 17
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Upgrading the Default NavMeshLink Traversal to Allow Different Move Methods Per Area Type | AI Series Part 17 | Full Tutorial in Comments
As always, full project code is available on GitHub!
What are some alternatives?
NavMeshPlus - Unity NavMesh 2D Pathfinding
ai-series-part-14.5 - Project used in the AI Series Part 14.5 Unity Tutorial where I show how to approach optimizing code, using our runtime navmesh generation as the optimization target
menu-controller - Learn how to use a Stack to manage your UI Pages. Create pages that have configurable entry/exit animations, sounds, and actions. This is the base framework I've been using for over 6 years in my own projects and find it to be highly reliable, scalable, and still easy to use.
ai-series-part-43 - Learn how to find the OffMeshLinks (high level component: NavMeshLink) that a NavMeshAgent will take on their current path
dotsnav - A fully dynamic planar navmesh for Unity supporting agents of any size
ai-series-part-21 - Tutorial repository for AI Series Part 21, which is Part 1 of a sub-series to implement enemy skills and abilities. In this repository we have the foundation for how to implement skills via ScriptableObjects and a single ability - a jump attack
SimpleGOAP - SimpleGOAP is a lightweight C# implementation of goal oriented action planning.
ai-series-part-22 - Tutorial repository for AI Series Part 22, which is Part 2 of a sub-series to implement enemy skills and abilities. In this repository we have extended the foundation from part 21 and implemented a new channeled ability - fire breath
ReGoap - Generic C# GOAP (Goal Oriented Action Planning) library with Unity3d examples
ai-series-part-24 - Tutorial repository for AI Series Part 24, which is the 4th and final part of a sub-series to implement enemy skills and abilities. In this repository we have extended the foundation from part 21, 22, and 23 to implement a new instant-cast ability - poison gas
DotRecast - DotRecast - a port of Recast & Detour, Industry-standard navigation mesh toolset for .NET, C#, Unity3D, games, servers