ai-series-part-40
ai-series-part-41
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1 | 1 | |
7 | 9 | |
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1.8 | 10.0 | |
almost 2 years ago | over 1 year ago | |
ShaderLab | ShaderLab | |
MIT License | MIT License |
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ai-series-part-40
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This week is the 40th installment of the AI Series where you can learn how the Jobs System may be able to significantly improve the performance of things like Line of Sight checks, or similar operations where you have many instances of a Prefab with MonoBehaviours checking stuff in Update()!
As always, all code from this video is available on GitHub!
ai-series-part-41
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Learn how to make scary-accurate projectile throwing AI! This week I'll cover some math you probably already learned and forgot, but in a more fun way...where we'll make some AI throw balls at us and hit us repeatedly! Full Tutorial & Repository in Comments!
As always, the full project code is available on GitHub for you to play around with.
What are some alternatives?
KinetixAIDemos - A sample Unity Project used to test Kinetix AI Features
3d-model-ui-preview - Learn how to show animated 3D Models on your UI using a Canvas, Render Texture, and any 3d model
line-renderer-collider - Learn how to dynamically generate a collider that aligns to your Line Renderer regardless of shape or size of your Line Renderer
raycasting-explained - In this tutorial repository I aim to make it really clear how each of the Ray, Sphere, Box, and Capsule casts work, look, behave, and how you can use each one of them to achieve your "casting" goals!
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-43 - Learn how to find the OffMeshLinks (high level component: NavMeshLink) that a NavMeshAgent will take on their current path
unity-csharp-basics-6 - In this tutorial repository you'll learn what Inheritance is (it's not passing on hereditary traits or getting money!), how to use it (you already are using it!), what an Interface is, how to use it, and what the difference between the two are!
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!