Learn how to make NavMeshAgents find valid cover spots from another target object.
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Updated
Sep 13, 2021 - ShaderLab
Learn how to make NavMeshAgents find valid cover spots from another target object.
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!
Full project of the end state of the AI Series Part 1 video
Full project of the end state of the AI Series Part 3 video where we add basic animations to our NavMeshAgents
In this tutorial repository you will see how you can use moving platforms with the Unity Navigation System.
Learn how to find the OffMeshLinks (high level component: NavMeshLink) that a NavMeshAgent will take on their current path
In this tutorial you will learn how to create trails on bullets using a TrailRenderer that can be configured on a bullet-prefab level
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 6 video where we add Attacking to NavMeshAgents
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
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 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.
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.
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 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 10 video where we implement a flying enemy!
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 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 5 video where we configure the NavMeshAgents with ScriptableObjects
Learn how you can generate a Mesh at runtime based on the NavMesh Triangulation.
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