mobile-touch-inputs
ai-series-part-40
mobile-touch-inputs | ai-series-part-40 | |
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1 | 1 | |
10 | 7 | |
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0.0 | 1.8 | |
over 1 year ago | almost 2 years ago | |
ShaderLab | ShaderLab | |
MIT License | MIT License |
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mobile-touch-inputs
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Making a mobile game that needs movement? Learn how to add a Movement Joystick with Unity's New Input System Enhanced Touch API! Full Tutorial in Comments with Full Project on GitHub!
As always, the full project code is available on GitHub for you to play around with.
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!
What are some alternatives?
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!