ai-series-part-31
ai-series-part-34
Our great sponsors
ai-series-part-31 | ai-series-part-34 | |
---|---|---|
1 | 5 | |
5 | 4 | |
- | - | |
0.0 | 0.0 | |
over 2 years ago | almost 2 years ago | |
C# | C# | |
MIT License | MIT License |
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-31
-
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-34
-
Navmesh and advanced movement.
Llamacademy has a good video for setting up directional navmesh movement, which you can modify to turn into a roll. He has a lot of great videos about the navmesh.
-
Isometric - Best approach to learn and create a game
You'll need some way to move the character, and I think using a navmesh is your best option. But character movement is quite different between the games you listed. Llamacademy has some of the best tutorials for using the navmesh, even if the intro is a little corny. Fallout and Diablo use click to move, but Hades uses directional movement.
-
Make your NavMeshAgents Move Along Bezier Curved Paths | AI Series Part 35 | Full Tutorial in Comments
I don't think this is the best option for enforcing some kind of a turn radius for a vehicle. If you're wanting the pathfinding from the NavMesh with a calculated path you'd follow a similar pattern as I've done here but ultimately the algorithm would be different in how you enforce that turn radius. It can be done, just not exactly the same way as this is. If you're just moving an Agent with a keyboard or controller, this video would get you going there https://youtu.be/5XxNHibLRlA
-
NavMeshAgent Movement with a Keyboard instead of Click-To-Move - Incrementally Move Agents with No Destination, Still Limiting Them to the NavMesh | Full Unity Tutorial in Post
Full Tutorial on YouTube
-
NavMeshAgent Movement with a Keyboard instead of Click-To-Move - Incrementally Move Agents with No Destination, Still Limiting Them to the NavMesh | Full Tutorial in Comments
As always, the full project is available on GitHub!
What are some alternatives?
NavMeshPlus - Unity NavMesh 2D Pathfinding
DotRecast - DotRecast - a port of Recast & Detour, Industry-standard navigation mesh toolset for .NET, C#, Unity3D, games, servers
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.
raycast-bouncing-bullets - Learn how to use Vector3.Reflect to upgrade your Raycast/Hitscan bullets so they can ricochet or bounce off any objects!
ai-series-part-17 - In this tutorial repository I show how to upgrade the AgentLinkMover script provided by Unity in the NavMesh Components repository to allow configuring Agent Move Method per NavMesh Area Type
dotsnav - A fully dynamic planar navmesh for Unity supporting agents of any size
SimpleGOAP - SimpleGOAP is a lightweight C# implementation of goal oriented action planning.
ReGoap - Generic C# GOAP (Goal Oriented Action Planning) library with Unity3d examples