New Unity AI Navigation System - Click To Move & Animation in Unity3d

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Glad to finally get some more in-depth info on the nav system!

MasterofGalaxies
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Great video! I'm glad to see more videos about systems/mechanics!

antopalis
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loving this new format man, keep them coming!

bogoid
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👋I always had these problems with Ai until dear teacher, you kindly published this video, thank you very much🤍🙏

Imanmansouri
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You made that for your kids!? That's amazing.

nobodycares
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Great job, not too long or too short great tutorial.

yudanaim
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your style getting cooler and cooler 👍

pixellili
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great tutorial. good stuff. thanks for the breakdown. it's hard keeping track of every system, and your videos help immensely. I'm currently using the old nav mesh system, but this looks real promising. I would def watch more of the new nav mesh system.

jonbednez
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I've also done similar implementations, where I assume that any valid Raycast on terrain is on the Navmesh, you can obiously also filter it by a LayerMask as well. However it might be a good idea for more complex environments to make sure that Vector3 is indeed on a Navmesh, before assigning it to an agent. You can use a method like that to sample the navmesh at the position you want:
bool IsOnNavMesh(Vector3 point)
{
NavMeshHit navMeshHit;
return NavMesh.SamplePosition(point, out navMeshHit, 0.1f, NavMesh.AllAreas);
}

Rvenshore
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Thanks Mr Weimann, I'll check it out after work! 😎

kpm
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Great tutorial, good sir! Would love to learn more about the navmesh system!

lew.bow.studios
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The use of artificial intelligence in games with a player-less approach and predefined games that play on the field without any player trying to control it can be very good, for example, npc games, simulation, which help in the game world. I always wanted to take this issue forward and do some of these projects, but it was difficult for me

Imanmansouri
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This is great, by watching this video you have covered Ai Navigation very well😎, this will solve our problems in this topic completely, this was a wonderful opportunity.🤩🤩

Imanmansouri
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What about its performance with lots of agents and dynamic (Runtime player placed) objects? Is it any better than the old one?

tlghnkngl
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Would like more info on nav agents that answers common scenarios and questions. For instance, how to handle when an enemy is hit by something forceful? It can then get knocked off an edge and fall to its death. Temporarily disabling nav mesh agent after collision then a bool check to reenable? Another situations is when an enemy accidently traverses in poison water or lava then "realizes" it does damage then tries to around it. So some basic ai to chose a safer path.

dryst
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Thank you for these kind of videos, it's always nice to have a recap of these systems :) I don't understand if it's possible to create a single terrain with different NavMesh modifiers without using any external GameObject (for example distinguishing an asphalted road and a dirty road that could be painted on that terrain)

italianstyle
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Would also love to see more names stuff. Especially how to put it into a structured and modular movement system

petersonnormil
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I'm having trouble with two things. First, my agents slow their movement speed when walking near NavMeshObstacles. Second, I can not create a variable of type NavMeshSurface? I get Unknown Class.

leedavis
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Awesome! Is there a NavMesh support for 2d games asides A* pathfinding?

kiing_ot
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Going up and down lift systems, via LinkedNav meshes would be an interesting topic.

juleswombat