ai-series-part-40
raycasting-explained
ai-series-part-40 | raycasting-explained | |
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1 | 1 | |
7 | 19 | |
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1.8 | 0.0 | |
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!
raycasting-explained
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See every Physics "cast" in Unity visualized! Raycasts, Spherecasts, Boxcasts, even Capsulecasts (and their "All" variants), explained in this Unity Tutorial! Full video link in comments!
With 19 customizable scenarios, you know the full project being available on GitHub will help you better understand how to use each of these fundamental gamedev functions!
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
urp-fading-standard-shaders - Learn how you can easily fade out objects that are using the standard URP shaders that obstruct view to the player using C# code!
ai-series-part-41 - In this Unity tutorial, learn how to make your AI throw accurate projectiles at stationary or moving targets given only a maximum allowable throw
juicy-springs - Transform your simple, bland transitions and movement into juicy springy movement!
ai-series-part-43 - Learn how to find the OffMeshLinks (high level component: NavMeshLink) that a NavMeshAgent will take on their current path
cinemachine-basics-1 - learn how you can use the Transposer and Composer (and what each configuration option does!) to frame & follow your Player using Cinemachine!
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!
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.