ai-series-part-43 VS ai-series-part-40

Compare ai-series-part-43 vs ai-series-part-40 and see what are their differences.

ai-series-part-43

Learn how to find the OffMeshLinks (high level component: NavMeshLink) that a NavMeshAgent will take on their current path (by llamacademy)

ai-series-part-40

Learn how you can implement the jobs system to improve the performance of Line of Sight checking for your AI! (by llamacademy)
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ai-series-part-43 ai-series-part-40
1 1
5 7
- -
10.0 1.8
over 1 year ago almost 2 years ago
ShaderLab ShaderLab
MIT License MIT License
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ai-series-part-43

Posts with mentions or reviews of ai-series-part-43. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-10-18.

ai-series-part-40

Posts with mentions or reviews of ai-series-part-40. We have used some of these posts to build our list of alternatives and similar projects.

What are some alternatives?

When comparing ai-series-part-43 and ai-series-part-40 you can also consider the following projects:

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

KinetixAIDemos - A sample Unity Project used to test Kinetix AI Features

DotRecast - DotRecast - a port of Recast & Detour, Industry-standard navigation mesh toolset for .NET, C#, Unity3D, games, servers

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

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!

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-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

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.

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!