NavMeshLink in Unity - Adding Jumping to NavMeshAgents | AI Series Part 2 | Unity Tutorial

preview_player
Показать описание
In this tutorial I go over what a NavMeshLink is, how to add it to your NavMesh, and how to make your NavMeshAgents look a little nicer when traversing a NavMeshLink. The NavMeshLink is how you can make your AI jump between two navmeshes, jump over an obstacle, or even jump up onto a platform.

NavMeshLink is the higher level component that correlates to the built-in navigation system's OffMeshLink. The Navigation system understands an OffMeshLink, but in the editor you'll add NavMeshLinks to define where those OffMeshLinks should be added.

💸 Ongoing sales 💸

❤ Believe in LlamAcademy's mission and have received value from the videos? Become a Patreon Supporter or YouTube Member:

📚 Resources
In the future episodes of the AI Series I discuss how to:

Both of which are slightly more advanced than this introductory level tutorial.

----
Some links may be affiliate links, which at no additional cost to you, gives me a small portion of the purchase.

#unitytutorial #tutorialtuesday #gamedev #ai #tutorial #unity #llamacademy #gamedevelopment

Chapters:
00:00 Intro
01:00 Scene Setup
01:45 Explaining NavMeshLink Configuration Options
03:45 Adding NavMeshLinks to the Scene
04:20 Improving Agents' Link Crossing Behavior
05:57 Update Scene for More Jumping
07:29 Final Demo
08:04 Closing
Рекомендации по теме
Комментарии
Автор

I recently finished your scriptable guns series and it helped me a lot in a project. Now I'm going to start with this AI series. Thanks for making this kind of content.

unDeadGod
Автор

This channel deserves way more subs and views! Great tutorial and looking forward to getting through the whole series

tomoliverharrison
Автор

I think the AI is the most difficult part of making an video-game for me, and this channel saves my life. I thank you a lot, u are amazing.

AlexisBleeding
Автор

the tip about the curve script was crucial! It makes an enormous difference. thank you

placebo_yue
Автор

following this channnel from.a long time, , , , its just very helpful

maitrykotak
Автор

I always wondered how off mesh links worked. Now I have them working. Awesome.

NunSuperior
Автор

The animation curve was resetting its value to an empty curve whenever the object was deselected. Removing the "m" prefix from the "m_Curve" field solved the problem for some reason.

DaviSouzaGamer
Автор

So so so useful and well-explained. Thanks so much.

munyunu
Автор

Omg thankssss! ❤ exactly what I was looking for ❤ you're a lifesaver, I'm trying to build RTS where you can walk with your character inside of a newly built building.

lukasvolcik
Автор

I didnt know anything about nan mesh link, thanks :)

locusruizlopez
Автор

Great video that jumping component really helped.

rasheedqe
Автор

It might be useful to in the intro show what we'd have at the end of the video.

But it's pretty useful step by step guide so far.
I've been reading through he documentation but videos are always less energy intensive to follow along with.

alextrollip
Автор

simply great video

thanks for the tutorial. keep it up

ayuguplays
Автор

After setting up Curve, it doesn't save the value. Please help.

CrazyBabirussa
Автор

Is there a way to activate/disactivate a NavMeshLink when we need? right now the solution for me is to use a NavMeshObstacle to block either start point of end point.

yxbfdps
Автор

Quick question regarding the RaycastNonAlloc.

It seems to be way less accurate than the standard Raycast. For instance clicking on the top of the walls with the navmesh jump link, the ray is ignoring the wall and hitting the ground behind it sending my agent walking around the wall, wheras Raycast always hit the correct object and the agent jumps onto the wall.

Could well be missing something really obvious as I'm fairly new

Loving the series

refinedturnip
Автор

for procedural generated games involving navmeshes how would you implement a way to add these navmesh links? Would you just piece each prefab with a meshlink or do something more code driven which adds the mesh link params via code?

ty-xqbl
Автор

I can't get this to work. It's just doing nothing. I have 2 objects with nave meshes and an object with a link and the ends are on the different meshes but the connecting lines are dull and agents ignore the other nav mesh.

Edit: Got it. The little circles indicating that the link was on the mesh were very small and I was not noticing that they were not activated.

ChadGatling
Автор

When using the AgentLinkMover, my agent jumps across to the end point, then jumps back and then teleports back to the start, any thoughts on how to fix this?

koolbro
Автор

Another nice tutorial. :D

Keep it up man! I 'm just following along :D

Although I think AgentLinkMover is a bit buggy right now. It no longer works if I disable then enable my object(any object the component is attached - player or enemy). So I opted not to use it.

candycodes
visit shbcf.ru