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 move on a NavMesh with a curved path.
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.
This repository provides a collection of enemy scripts and movement-related components for Unity, designed to help game developers quickly implement AI-driven enemies in their projects.
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
Tutorial repo for AI Series Part 19, where you will learn how to do round-based spawning and scaling up enemies per round.
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.
Full project of the end state of the AI Series Part 1 video
Learn how to make NavMeshAgents find valid cover spots from another target object.
Learn how to set up OffMeshLinks via the NavMeshLink component to add ladders your AI can climb into your game!
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.
Full project of the end state of the AI Series Part 2 video where we've add jumping with NavMeshLinks
Tutorial repository for AI Series Part 24, which is the 4th and final part of a sub-series to implement enemy skills and abilities. In this repository we have extended the foundation from part 21, 22, and 23 to implement a new instant-cast ability - poison gas
learn how to show a path to a specific target without using a NavMeshAgent. We'll calculate the path on a NavMesh from the player's current location (controlled via a Third Person Controller) to the target location, and show that with a LineRenderer. The path calculation has a few knobs to turn, how high above the NavMesh to draw the line and ho…
Full project of the end state of the AI Series Part 10 video where we implement a flying enemy!
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