mobile-touch-inputs VS ai-series-part-40

Compare mobile-touch-inputs vs ai-series-part-40 and see what are their differences.

mobile-touch-inputs

In this tutorial repository you can learn how to add a Touch Movement Joystick to control your player using the New Input System. (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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mobile-touch-inputs ai-series-part-40
1 1
10 7
- -
0.0 1.8
over 1 year ago almost 2 years ago
ShaderLab ShaderLab
MIT License MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

mobile-touch-inputs

Posts with mentions or reviews of mobile-touch-inputs. We have used some of these posts to build our list of alternatives and similar projects.

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 mobile-touch-inputs and ai-series-part-40 you can also consider the following projects:

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

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-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-43 - Learn how to find the OffMeshLinks (high level component: NavMeshLink) that a NavMeshAgent will take on their current path

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!