There are 0 repository under navmeshagent topic.
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.
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
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.
Learn how to make NavMeshAgents find valid cover spots from another target object.
Learn how to knock back NavMeshAgents using Physics & Forces
Learn how to set up OffMeshLinks via the NavMeshLink component to add ladders your AI can climb into your game!
Full project of the end state of the AI Series Part 10 video where we implement a flying enemy!
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 I show how to upgrade the AgentLinkMover script provided by Unity in the NavMesh Components repository to allow configuring Agent Move Method per NavMesh Area Type
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 how frequently to recalculate the path.
In this tutorial repository you will learn how to make a NavMeshAgent traverse a NavMesh without using SetDestination nor the mouse to click-to-move. We'll use the keyboard to move the NavMeshAgent along the NavMesh instead, apply a configurable smoothing to the inputs so the agent doesn't abruptly swap directions and rotations.
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.
Project for the AI Series Part 18 tutorial that demonstrates how to burst spawn enemies, leveraging our existing EnemySpawner .
This tutorial repository is the end state of the AI Series Part 20 - Weighted Random Spawning video where we implement a new spawn method and define these spawn configurations in ScriptableObjects.
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
In this tutorial repository you will learn how to select units with either a click. shift+click (to add/remove), and click+drag to bulk select units utilizing a singleton SelectionManager with automatically registering SelectableUnits that can have their path set with a right click of the mouse.
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.
In this tutorial repository you will learn how to construct doors that NavMeshAgents will open when they come nearby.
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.
In this tutorial you will learn how to create trails on bullets using a TrailRenderer that can be configured on a bullet-prefab level
:video_game: 🕹️ :gun: Intelligent opponents (enemy AI) in Unity using a Finite State Machine (FSM) approach.
In this tutorial repository you will see how you can use moving platforms with the Unity Navigation System.
Learn how to combine NavMeshObstacles and NavMeshAgents on the same GameObject for NavMeshAgents that can carve the NavMesh when stationary. Moving NavMeshAgents cannot carve the NavMesh.
Full project of the end state of the AI Series Part 4 video where we spawn NavMeshAgents at runtime
Full project of the end state of the AI Series Part 8 video where we dive deeper into bullet mechanics by adding homing bullets and noise to the path they take