There are 0 repository under navmeshsurface topic.
NavMeshSurface2DBaker is a Unity Package that provides functionality to bake 2D colliders into NavMeshSurface components.
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.
ST2U2DNavMeshImporter is a Unity Package that provides a custom importer to automatically setting up 2D Navmeshes (Using NavMeshSurface2DBaker) when importing "Tiled" tilempas through SuperTiled2Unity.
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.
Full project of the end state of the AI Series Part 1 video
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.
Full project of the end state of the AI Series Part 2 video where we've add jumping with NavMeshLinks
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.
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.
Car Chase: Unity 3d Game
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 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
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
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
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 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.
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
In this tutorial repository you will see how you can use moving platforms with the Unity Navigation System.
In this tutorial repository you will learn how to construct doors that NavMeshAgents will open when they come nearby.
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
Project used in the AI Series Part 13 Unity Tutorial
Project for the AI Series Part 16 tutorial where we link Pre-Baked NavMeshes on additively-loaded scenes. This is a common need when you have non-procedural worlds that are statically created, but you want to have a seamless experience as the player moves from one chapter to another that you've constructed via different scenes
Tutorial repository for AI Series Part 21, which is Part 1 of a sub-series to implement enemy skills and abilities. In this repository we have the foundation for how to implement skills via ScriptableObjects and a single ability - a jump attack
Tutorial repository for AI Series Part 23, which is Part 3 of a sub-series to implement enemy skills and abilities. In this repository we have extended the foundation from part 21 and 22 and implemented a new instant-cast ability - ice lance
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 6 video where we add Attacking to NavMeshAgents
Full project of the end state of the AI Series Part 7 video where we add the ability to have Ranged enemies shoot projectiles with Rigidbody physics
Full project of the end state of the AI Series Part 9 video where we dive deeper into ScriptableObjects and change to a Data-Oriented Design from our prefab-focused design.