unity-csharp-basics-5
ai-series-part-42
unity-csharp-basics-5 | ai-series-part-42 | |
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1 | 1 | |
6 | 16 | |
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0.0 | 10.0 | |
almost 2 years ago | over 1 year ago | |
ShaderLab | ShaderLab | |
MIT License | MIT License |
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unity-csharp-basics-5
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A lot of people working with Unity are afraid to get into coding, so I made a tutorial series for absolute beginners to learn how to write C#. This is part 5 where I cover delegates and compare them with UnityEvents you may be familiar with on things like Button onClick.
As always! The full project code is available GitHub
ai-series-part-42
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Want to use Root Motion to avoid foot sliding with NavMeshAgents? Here's how you can do it with step by step instructions for both 1D and 2D blend tree animated models! Full Tutorial in Comments
As always, the full project for this video is available on GitHub!
What are some alternatives?
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KinetixAIDemos - A sample Unity Project used to test Kinetix AI Features
level-resetting - Learn how to reset a scene in Unity back to its original state after the player has died, lost, or even won!
scene-inspector-debug-information - Learn how to extend an existing Inspector in the Unity Editor and draw debug information in the Scene View.
unity-csharp-basics-3 - Learn about some fundamentals in Unity - Lifecycle events, Instantiate, and Destroy!
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
ai-series-part-43 - Learn how to find the OffMeshLinks (high level component: NavMeshLink) that a NavMeshAgent will take on their current path
unity-iap-2023 - Learn how to set up Unity IAP for both Google Play and the Apple App Store
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!
flamethrower - In this repository you can learn how to implement a flamethrower that damages enemies over time, including applying a burning effect to the enemy
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!