3D Enemies With Pathfinding and Animations - Godot 4 FPS Tutorial

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In this Godot 4 tutorial we create complex 3D zombie enemies for an FPS game. The covered topics include animations, pathfinding, attacking, detailed collision shapes, animation states using an AnimationTree, and spawning. These types of enemies can be used for a variety of first person games and third person games, including FPS, horror, survival, RPG, etc. All of this code works with Godot 4.1.

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You're amazing, I was trying to figure this out for quite some time. Good video, keep up the good work, please :)

southparkfan
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Nice! Looking forward to the next vids!

JiKayPh
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You can disable the movement in Mixamo itself, just check "in-place"

-starrysunrise-
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This is really nice thank you, I found other tutorials on AI Navigation but they all used the default capsule and didn't include the looking at part which I wanted to figure out, thank you

Failfer
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Absolutely brilliant tutorial, learnt some great code and ways to complete my game
Thank you for sharing your knowledge.

andypandy-pyzc
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Dude these tutorials are extremely good. You need to make more!!!

eugeneivanov
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For future viewers, if you notice that the auto-generated collisions for the skeleton don't stick to the model during animations it is addressed and fixed in the next video of this series! I'm talking about the collisions meant for bullet hits mentioned around 3:45

NormalDalmatian
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Incredible, thanks it helps me a lot and actually stills working on godot 4.2

artiop
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If after you make the enemy look at you and suddenly he's rotating but not moving, its because of the path height offset, I set it back to 0 and now it works.
The setting is in NavigationAgent3D > pathfinding

da_roachdogjr
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Thx ❤the first time a watch it I didn’t do it right so I try a different video an then I come back to this video and restart it and it worked and I know now what I had done wrong and great video ❤

Shawn-cqqy
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Hey, i'm not sure you know this but in 6:19 you could just export a node and use directly the same way you did there!

FredyyDev
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Yeah this is an Awesome video! I'd love it if you did some RTS style tutorials.

coltonrussell
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These are some of the best Godot tutorials that I've ever watched. Thanks alot.

vettie
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@LegionGames The look_at flipped problem can actually fixed by setting the third argument (use_model_front) to true.
According to the manual:
If use_model_front is true, the +Z axis (asset front) is treated as forward (implies +X is left) and points toward the target position. By default, the -Z axis (camera forward) is treated as forward (implies +X is right).

tl
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I have subbed, because this isnt a copy and read, its an actual tutorial. Thanks alot, hopefullyi dont mess it up and blame it on the tutorial. And plus the get next path position has changed which makes previous tutorial sort of redundant

indiegameworld
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this is perfectly what i need to do in my project. u sir came in clutch and saved the day!

slimebuck
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hey! I wanted to ask why would you prefer to use _process() instead of _physics_process() for the enemy? shouldn't collision based bodies be in _physics_process() most of the time?

sndrome
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Doesn't godot 4.0 have a way to directly import blender files so you don't have to mess with glb files and stuff?

JacobKinsley
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7:24, my mob goes run off like as bullett. Why it does this? I have hatched 2 videos to solve this problem.

victorgustavo
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My zombie My zombie doesn't walk, can someone help me, I did everything said in the tutorial and it still didn't work, I tried other tutorials and it didn't work either, I'm starting to think that the problem is with the model or with the naviga agent

waldemarfernandesanhaya