ai-series-part-38
ai-series-part-43
ai-series-part-38 | ai-series-part-43 | |
---|---|---|
1 | 1 | |
11 | 5 | |
- | - | |
0.0 | 10.0 | |
about 2 years ago | over 1 year ago | |
ShaderLab | ShaderLab | |
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-38
-
Learn how to create your very own Companion AI! In this tutorial video you will learn how to create a companion that follows the player when the player moves, rotates around the player when idle, and attacks nearby Attackable GameObjects when they come within range!
As always, the full project is available on GitHub!
ai-series-part-43
-
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-39 - Learn how to transform your fully animated NavMeshAgents and transform them into a Ragdoll on death that eventually subtly fade out
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
projectile-trajectory - Learn how to use a Line Renderer and a basic kinematic equation to show the trajectory of any projectile! We're using a grenade in this case, but it can be applied to cannon balls, bullets affected by gravity, throwing a banana, or any other projectile!
DotRecast - DotRecast - a port of Recast & Detour, Industry-standard navigation mesh toolset for .NET, C#, Unity3D, games, servers
KinetixAIDemos - A sample Unity Project used to test Kinetix AI Features
ai-series-part-32 - Learn how NavMeshAgent obstacle avoidance works... in DEPTH! In this deep dive into NavMeshAgent avoidance you'll learn 5 key takeaways for improving NavMeshAgent avoidance using the Unity Navigation System, no external assets needed!
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.
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-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.