Unity3d Tutorial part 5: Enemy pathfinding and NavMesh

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In this part we give our AI some movement
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Just found out about navmeshes and agents today. Ive experiment a little bit with them and they work really great! What a powerful feature-so many applications! Im starting to believe that Unity3d is the ultimate games construction environment ever made.

bts
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SERIOUSLY, YOU ARE LEGEND! I'v been looking for a method to make AI follow the user and avoid collision with other objects on the scene for so many weeks. I don't normally sub people, but you sir, deserve it!

AussieRaver
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Thanks for the tutorial, you're very good at teaching.

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Guys, if you have any bugs, use the knowledge that you learnt from this video and his other videos to fix it. He made this tutorial to help us use unity, not so we can copy his scripts exactly. Personally, i watch what he does in his scripting then add my own variations to it instead of just copying.

BoletusDeluxe
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Dear, UnityKnowHow.
I have to admire your knowledge.
I really appreciate your help.
I'm finished project is Unity3D safely.
So Very Very Thanks you!
To. Game Development Student. from Republic of korea.

hyeunmoopark
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Cool system, i use this for my game(FPS).
Thanks for the Tutorial!

masternickthedesigner
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Thank you so much! your tutorials are awesome! :-)

BoletusDeluxe
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Great videos man thanks for the help :)

DanielReese
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Hey look, he uses sketchbook. What a badass! Subscribed!

IconDevco
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tf2, minecraft, and unity completes us, because they are all awesome.

Anthonypython
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believe me copy pasting is not a good idea consider yourself a treasure that anyone couldnt find.

anyway thanks for this tutorial it is really interesting amazing and fantastic looking forward on your next video.

kabukie
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I saw this its great, helped me a lot. love it🥇🥇🥇🙂🙂🙂🙂🙂

Nick-rqgy
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thanks man unity doesn't make it very clear how this works but you did thanks

TeenGameProgrammer
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Btw for anyone wondering what time.deltatime is it provides a
A number that speed can be multiplied by so that it will go that speed independent of what fps the game is running at. So if you want it at 6 speed, and you multiply deltatime to it, it will be going at 6 speed if you have it run at 20 fps or 900 fps.

nickldominator
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Thanks dude, i didn't know what to do against the stupid AI and those Waypoints ^^ really awesome!

KGalaxySIII
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Timedelta is the time between frames. You have to include it into the movement functions to make your game work with different framerates. Without it, lets say your movespeed is 3 and timedelta is 10ms. Now every 10ms the object will move 3 units. but if someone has a better pc and his timedelta is 5ms. Now the object will move 3 units every 5 ms, which is faster.

The same example with timedelta included (movespeed*timedelta);

on the slower pc: 3*10 units every 10 ms.
on the faster pc: 3*5 units every 5 ms.

Its exactly the same speed on both framerates.

equality
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Can you see the future?

Im working on the next part. Trust me it gets much better and isnt far off from what your asking

halohacker
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From what i understand Time.DeltaTime makes the script dependant on how fast the computer runs the program; like if the computer runs the game at 60 fps it will run accordingly, same with something like 120, 20, 200 etc.

So yeah, it kinda prevents teleporting.

Djentard
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@chrisall76 It is a very powerful tool. Unity offers great student pricing, so that is something to look at.

halohacker
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Thanks for the vids, unfortunately we moved to C# a few years ago.

DataLinkNow