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I've also done similar implementations, where I assume that any valid Raycast on terrain is on the Navmesh, you can obiously also filter it by a LayerMask as well. However it might be a good idea for more complex environments to make sure that Vector3 is indeed on a Navmesh, before assigning it to an agent. You can use a method like that to sample the navmesh at the position you want: bool IsOnNavMesh(Vector3 point) { NavMeshHit navMeshHit; return NavMesh.SamplePosition(point, out navMeshHit, 0.1f, NavMesh.AllAreas); }
@@Unity3dCollege I've been stuck making games that do not rely on the navmesh system cus of the massive gaps in my knowledge when it comes to the system itself. That said, pretty much anything you decide to focus on would be amazing :) and I already learned so much from this initial video!
The use of artificial intelligence in games with a player-less approach and predefined games that play on the field without any player trying to control it can be very good, for example, npc games, simulation, which help in the game world. I always wanted to take this issue forward and do some of these projects, but it was difficult for me
This is great, by watching this video you have covered Ai Navigation very well😎, this will solve our problems in this topic completely, this was a wonderful opportunity.🤩🤩
great tutorial. good stuff. thanks for the breakdown. it's hard keeping track of every system, and your videos help immensely. I'm currently using the old nav mesh system, but this looks real promising. I would def watch more of the new nav mesh system.
Thank you for these kind of videos, it's always nice to have a recap of these systems :) I don't understand if it's possible to create a single terrain with different NavMesh modifiers without using any external GameObject (for example distinguishing an asphalted road and a dirty road that could be painted on that terrain)
@@ondrejpolcar2872 i was thinking about using custom probuilder shape object and use it as NavMesh modifier, but its annoying to maintain if u wanna change the terrain
I'm having trouble with two things. First, my agents slow their movement speed when walking near NavMeshObstacles. Second, I can not create a variable of type NavMeshSurface? I get Unknown Class.
Would like more info on nav agents that answers common scenarios and questions. For instance, how to handle when an enemy is hit by something forceful? It can then get knocked off an edge and fall to its death. Temporarily disabling nav mesh agent after collision then a bool check to reenable? Another situations is when an enemy accidently traverses in poison water or lava then "realizes" it does damage then tries to around it. So some basic ai to chose a safer path.
@@Unity3dCollege Thanks, I appreciate what you do. Not sure about more examples right now. Maybe enemies that wander around instead of having a patrol path. Or a homing missile that can use a nav mesh agent realistically.
This is nothing new, it exists for years. From the title I thought unity made a new Navigation tool with "REAL AI". I am following you for years and liked your videos. But lately you have started doing lots of click baits.