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ai-series-part-32
- What causes nav agents to jitter like this?
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Why Does My NavMeshAgent's Velocity Spike?
Suggested skimming: https://youtu.be/dHYcio6fRI4
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Characters avoiding each other on a grid
Unity has a navmesh, I think it is what rimworld uses. https://youtu.be/dHYcio6fRI4
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Unity Obstacle Avoidance in Depth - How to make your NavMeshAgents avoid one another, the root cause of the "pushing" phenomenon, and how to improve the avoidance to avoid pushing.
Full Tutorial on YouTube
As always, full project code is available on GitHub!
ai-series-part-43
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Learn How You Can Detect OffMeshLink Traversal of a NavMeshAgent! Full Tutorial in Comments!
As always, the full project for this video is available on GitHub!
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-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
KinetixAIDemos - A sample Unity Project used to test Kinetix AI Features
DotRecast - DotRecast - a port of Recast & Detour, Industry-standard navigation mesh toolset for .NET, C#, Unity3D, games, servers
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-40 - Learn how you can implement the jobs system to improve the performance of Line of Sight checking for your AI!
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-42 - Learn how to combine a Root Motion animated model with a NavMeshAgent. This gives you all the pathing benefits and local avoidance of the Navigation System with the precise animation you expect from Root Motion.