Custom nodes in Behavior Graph - Enemy AI in Unity 6 (Part 2/3)

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Learn how to enhance your Enemy AI with custom detection systems using Unity's Behavior Graph! In Part 2 of this tutorial series, we'll explore how to create custom nodes and implement player detection mechanics.

In Part 2 we will cover:
- Creating custom Action nodes
- Creating custom Condition nodes
- Implementing Range Detection
- Adding Line of Sight checks
- Running nodes in parallel
- Using Abort nodes

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Download the Starter Project at:

Resources:
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Learn more about C# & Game Dev in Unity in my video courses at:

Join the discord:

You can support me through Patreon:

Assets used:

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00:00 The need to run custom Range and LoS detectors
01:21 Creating Custom Action node in Behavior graph
02:57 BlackboardVariable
04:33 Referencing custom script in Blackboard
04:56 Deleting nodes in the Behavior Graph
05:10 Stacking nodes to create Sequence
05:58 Dealing with Running Status
06:36 Running nodes in parallel
07:56 How to use Abort If node
09:18 Using Conditional Branch node
09:38 Defining Custom Condition
11:45 Using bool flags in Behavior Graph
13:59 Debugging a behavior graph
14:38 How to use Try In Order flow node

#unity3d #ai #gamdev
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Thanks for a great, practical example of how to use many different aspects of the new Behavior Graph. These videos are a great primer in addition to the docs.

DrGroo
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Hi peter, i am a huge brazilian fan and i learned a lot with you, pls do not stop making those videos in unity

KauanPx
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Super nice explanation from 1st part man. Just try to use some slow down in case of understanding all cursor movements... but thank yoy :)

dawidmariuszpintal
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hey sir, when is the next part coming?

Karma-lcuz