ai-series-part-34
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ai-series-part-34 | DotRecast | |
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5 | - | |
4 | 394 | |
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0.0 | 9.7 | |
almost 2 years ago | 3 days ago | |
C# | C# | |
MIT License | zlib License |
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ai-series-part-34
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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.
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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.
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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
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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
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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!
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