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MIT License | MIT License |
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ai-series-part-9
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Configure Enemy Attacks with ScriptableObjects to Reduce Prefab Count and Increase Enemy Diversity | AI Series Part 9 | Full Tutorial in Comments
Hey all! Happy #TutorialTuesday! This week we're revisiting ScriptableObjects. Now that we have more variety on how our enemies can attack, we'll be creating an Attack Configuration ScriptableObject that will configure what was implemented last week with the homing projectiles. This moves more to a data-oriented design which is easier to maintain over the prefab-oriented design. As always, full project code is available on GitHub!
ai-series-part-10
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Creating a Flying NavMeshAgent! | AI Series Part 10 | Unity Tutorial
As always, full project code is available on GitHub!
What are some alternatives?
ai-series-part-28 - In this tutorial repository you will see how you can use moving platforms with the Unity Navigation System.
ai-series-part-3 - Full project of the end state of the AI Series Part 3 video where we add basic animations to our NavMeshAgents
bullet-impacts - In this tutorial you will learn how to create a basic RigidBody Bullet that on impact, will have a particle system play at the impact location based on the material of the object the bullet collides with.
ai-series-part-11 - Project for the tutorial on how to implement basic finite state machines for your AI in Unity.
ai-series-part-29 - Learn how to make NavMeshAgents find valid cover spots from another target object.
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.
ai-series-part-12 - Project for the AI Series Part 12 where I go over how to choose the closest target to a particular NavMeshAgent based on the distance the NavMeshAgent would travel to get to the other target.