ai-series-part-34
In this tutorial repository you will learn how to make a NavMeshAgent traverse a NavMesh without using SetDestination nor the mouse to click-to-move. We'll use the keyboard to move the NavMeshAgent along the NavMesh instead, apply a configurable smoothing to the inputs so the agent doesn't abruptly swap directions and rotations. (by llamacademy)
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 (by llamacademy)
ai-series-part-34 | ai-series-part-21 | |
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5 | 3 | |
4 | 3 | |
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0.0 | 0.0 | |
almost 2 years ago | almost 3 years ago | |
C# | C# | |
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.
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Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
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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-34
Posts with mentions or reviews of ai-series-part-34.
We have used some of these posts to build our list of alternatives
and similar projects.
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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!
ai-series-part-21
Posts with mentions or reviews of ai-series-part-21.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-07-27.
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How to Implement Enemy Skills/Abilities Part 3: Ice Lance | AI Series Part 23 | Full Tutorial in Comments
This week is Part 23 of the AI Series (and part 3 of the sub-series about implementing SkillScriptableObjects) where we'll be taking a look at how to implement an instant-cast projectile ability: Ice Lance. Instant-cast skills are really good options for weaker, more frequent skills to keep the player on their toes! We'll reuse the bullet mechanic first implemented in AI Series Part 7 and combine that with the foundational SkillScriptableObject code done in the last 2 videos ( Part 1 - Foundation & Jump Attack and Part 2 - Fire Breath ) to implement this ability.
- How to Implement Enemy Abilities (aka Skills) with ScriptableObjects Part 1 | AI Series Part 21 | Unity Tutorial
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How to Implement Enemy Abilities (aka Skills ) with ScriptableObjects Part 1 | AI Series Part 21 | Full Tutorial in Comments
As always, full project code is available on GitHub!
What are some alternatives?
When comparing ai-series-part-34 and ai-series-part-21 you can also consider the following projects:
DotRecast - DotRecast - a port of Recast & Detour, Industry-standard navigation mesh toolset for .NET, C#, Unity3D, games, servers
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
raycast-bouncing-bullets - Learn how to use Vector3.Reflect to upgrade your Raycast/Hitscan bullets so they can ricochet or bounce off any objects!