raycasting-explained VS ai-series-part-40

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

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! (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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raycasting-explained ai-series-part-40
1 1
21 7
- -
0.0 1.8
almost 2 years ago almost 2 years ago
ShaderLab ShaderLab
MIT License MIT License
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raycasting-explained

Posts with mentions or reviews of raycasting-explained. 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 raycasting-explained and ai-series-part-40 you can also consider the following projects:

3d-model-ui-preview - Learn how to show animated 3D Models on your UI using a Canvas, Render Texture, and any 3d model

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

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!

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

juicy-springs - Transform your simple, bland transitions and movement into juicy springy movement!

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

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!

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

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.

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!