Alternative to Unity's NavMesh system where the agents avoid each other.
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Updated
Aug 29, 2023 - C#
Alternative to Unity's NavMesh system where the agents avoid each other.
It is a project where a copy of the hyper-casual style game called Silly Race is prepared individually. The aim of the game is to avoid obstacles on the platform and reach the finish line before artificial intelligence.
Learn how NavMeshAgent obstacle avoidance works... in DEPTH! In this deep dive into NavMeshAgent avoidance you'll learn 5 key takeaways for improving NavMeshAgent avoidance using the Unity Navigation System, no external assets needed!
In this tutorial repository you will learn how to make NavMeshAgents surround a target instead of blindly chasing to the center point of their target at a customizable radius.
In this tutorial repository you will learn how to make NavMeshAgents move on a NavMesh with a curved path.
Project corresponding to AI Series Part 14 where we implement Baking NavMesh at Runtime around the Player, instead of baking on the entire scene
Project used in the AI Series Part 14.5 Unity Tutorial where I show how to approach optimizing code, using our runtime navmesh generation as the optimization target
2021/2022 sem 1 - AI Game Group Assignment Project - Last Man Standing - A Unity horror game that utilized Navmesh, Waypoints, State Machine and ML-Agents.
Learn how to make NavMeshAgents find valid cover spots from another target object.
Tutorial repo for AI Series Part 19, where you will learn how to do round-based spawning and scaling up enemies per round.
Full project of the end state of the AI Series Part 1 video
Learn how to knock back NavMeshAgents using Physics & Forces
Project for the AI Series Part 12 where I go over how to choose the closest target to a particular NavMeshAgent based on the distance the NavMeshAgent would travel to get to the other target.
In this tutorial repository you will learn how to make NavMeshes with Moving and Rotating Platforms that are traversable by NavMeshAgents. This is officially unsupported and comes with some limitations on how it can work.
Full project of the end state of the AI Series Part 2 video where we've add jumping with NavMeshLinks
Full project of the end state of the AI Series Part 10 video where we implement a flying enemy!
Tutorial repository for AI Series Part 22, which is Part 2 of a sub-series to implement enemy skills and abilities. In this repository we have extended the foundation from part 21 and implemented a new channeled ability - fire breath
Project for the AI Series Part 15 tutorial where we spawn NavMeshAgents at runtime on a Procedurally baked NavMesh that is baked only around the player in a large or procedurally generated world.
In this tutorial repository and accompanying video you will learn how to make your NavMeshAgents break down obstacles that block their path. The agents will consider if a particular path is worth going through by breaking down the obstructions or if pathing around them is more worthwhile.
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