One thing that's worth noting if you feel like it would suit your project is that you can actually calculate a path on a navmesh without having to use a navmesh agent. In my project I got annoyed by the lack of physics on agents and ended up just making my own physics based agent. It's as simple as calculating a path, getting the next point in the path, applying a force to make my agent face it, then applying a forward force to push the agent along.
Awesome tutorial, as always! Your dedication to these guides is truly inspiring. I have a quick suggestion about your closing intro line: while I appreciate the lighthearted spirit of "Who me, yes you," I find it a bit childish and annoying with this changing voice… Personally, I'm much more drawn to your empowering statement, "Here to help you make your Game Dev dreams become reality." It simply feels more mature and really resonates with me and feels perfectly consistent with your overall message. I wonder if it might be interesting to poll your viewers and see what they prefer?
Thanks for the feedback. Do you dislike the entire "yes you" portion or do you feel I'm taking it a little over the top with the voice changing and all that around it?
@@LlamAcademy I personally find the "Who me, yes you" (only this 4 words) line a bit annoying and I'd really enjoy hearing your natural tone without the pitch shift. I think it would create a more natural and engaging connection with the audience.
@@PRodi_ I appreciate that. I may have gotten a little carried away with that part and I agree it can feel like it cheapens the sincerity of the part that is meaningful.
I built a physics-based knockback system on navmesh enemies very recently. Can't wait to see how you handle it to compare notes. Something tells me I'm gonna need to do some re-writes after I finish watching...
😁 I'd love to hear about your implementation! I know some people will use the NavMesh and push back solely on the NavMesh. I found that more complex than this solution
How many knocks would an IKnockbackable knock back if an IKnockbackable could knock back? A great video tutorial! I had a similar problem a year or so ago and had no ends of pain since I didn't know Agent.Warp existed. RTFM, I know.
You can probably take the path calculation from here (really just NavMesh.CalculatePath) ruclips.net/video/scaBHHFKLL0/видео.html Then apply force to the rigid body in the direction of the next corner
This is good, but I think it's a lot of work to work around the limitations of the built in Unity navmesh agents system. I prefer to use Aaron Granberg's A* implementation and have rigidbodies active all the time so that they can be knocked or pushed by anything at any time.
Nice tutorial and very useful to make you game feel less static! I have a question: how can you get nav agent back on NavMesh if its gets knocked out of it? I have AI npc's that use character controller to move, but sometimes if they run too fast or get knocked they get off nav mesh and get stuck. If i just do Warp to closest nav mesh point it wont fix the problem since i need to move the whole character back to navmesh again. Maybe you have some good solution for this? Thanks!
Warping is the only built in method of getting the agent “back on the navmesh”. Remember the navmesh is the representation of walkable (or otherwise traversable) areas of the AI. If they’re off this then something really bad happened. Perhaps in the closing segment of this video those ideas could help. Depending on how “off” they are and how your scene is configured, you may be able to just lerp or move them back following a curve, then warp them to that position.
I'm actually using www.youtube.com/@danielilett 's method for outlines I learned about it here: ruclips.net/video/VGEz8oKyMpY/видео.htmlsi=IlmsCu8-hiJR8kMh
I'm meeting an issue right now as I've just discovered unity organisations and ready to make my first whole game. I'm scared about the legal rules around purchased assets when working in a team thru unity plastic scm. It would be great to have a video describing things like seats and how to "do it right" when using outsourced assets in a publicly released game
I don’t, but the shader graphs are included in the repo. There’s 2 needed for the effect: a full screen outline shader (set up on URP asset) and a toon shader (on the material for each object) to get this look.
One thing that's worth noting if you feel like it would suit your project is that you can actually calculate a path on a navmesh without having to use a navmesh agent. In my project I got annoyed by the lack of physics on agents and ended up just making my own physics based agent. It's as simple as calculating a path, getting the next point in the path, applying a force to make my agent face it, then applying a forward force to push the agent along.
Dude, legit exactly what i was looking for, i was tryna make this work for a while. TY!
I've really enjoyed this series, thanks :-). It's answered some questions I've had, not just for AI.
Awesome tutorial, as always! Your dedication to these guides is truly inspiring.
I have a quick suggestion about your closing intro line: while I appreciate the lighthearted spirit of "Who me, yes you," I find it a bit childish and annoying with this changing voice…
Personally, I'm much more drawn to your empowering statement, "Here to help you make your Game Dev dreams become reality." It simply feels more mature and really resonates with me and feels perfectly consistent with your overall message.
I wonder if it might be interesting to poll your viewers and see what they prefer?
Thanks for the feedback. Do you dislike the entire "yes you" portion or do you feel I'm taking it a little over the top with the voice changing and all that around it?
@@LlamAcademy I personally find the "Who me, yes you" (only this 4 words) line a bit annoying and I'd really enjoy hearing your natural tone without the pitch shift. I think it would create a more natural and engaging connection with the audience.
@@PRodi_ I appreciate that. I may have gotten a little carried away with that part and I agree it can feel like it cheapens the sincerity of the part that is meaningful.
@PRodi_ What a blockhead statement to make bro, the mans made a good vid. Keep doing you @LlamAcademy man, great vid
Thank you very much!! This video really helped me.
I built a physics-based knockback system on navmesh enemies very recently. Can't wait to see how you handle it to compare notes.
Something tells me I'm gonna need to do some re-writes after I finish watching...
😁 I'd love to hear about your implementation! I know some people will use the NavMesh and push back solely on the NavMesh. I found that more complex than this solution
Thanks, this was really helpful!
Chris the legend! 😎
How many knocks would an IKnockbackable knock back if an IKnockbackable could knock back?
A great video tutorial! I had a similar problem a year or so ago and had no ends of pain since I didn't know Agent.Warp existed. RTFM, I know.
😆
Another amazing video. Thanks Liam !
Thanks for making this video
Welcome ☺
@@LlamAcademy You also.
Could you please make a video on the method of extracting the path and then setting the rigidbodies velocity toward the next path node?
You can probably take the path calculation from here (really just NavMesh.CalculatePath)
ruclips.net/video/scaBHHFKLL0/видео.html
Then apply force to the rigid body in the direction of the next corner
Thanks for the tutorial
🙏
workout tutorial pls
step 1: lift heavy thing
step 2: get big 💪
😜
This is good, but I think it's a lot of work to work around the limitations of the built in Unity navmesh agents system. I prefer to use Aaron Granberg's A* implementation and have rigidbodies active all the time so that they can be knocked or pushed by anything at any time.
That is a great system that does avoid a lot of the limitations of the built in navigation system.
Nice tutorial and very useful to make you game feel less static! I have a question: how can you get nav agent back on NavMesh if its gets knocked out of it? I have AI npc's that use character controller to move, but sometimes if they run too fast or get knocked they get off nav mesh and get stuck. If i just do Warp to closest nav mesh point it wont fix the problem since i need to move the whole character back to navmesh again. Maybe you have some good solution for this? Thanks!
Warping is the only built in method of getting the agent “back on the navmesh”. Remember the navmesh is the representation of walkable (or otherwise traversable) areas of the AI. If they’re off this then something really bad happened. Perhaps in the closing segment of this video those ideas could help.
Depending on how “off” they are and how your scene is configured, you may be able to just lerp or move them back following a curve, then warp them to that position.
can you make a tutorial about the outlines in our game?
I'm actually using www.youtube.com/@danielilett 's method for outlines I learned about it here: ruclips.net/video/VGEz8oKyMpY/видео.htmlsi=IlmsCu8-hiJR8kMh
I'm meeting an issue right now as I've just discovered unity organisations and ready to make my first whole game. I'm scared about the legal rules around purchased assets when working in a team thru unity plastic scm. It would be great to have a video describing things like seats and how to "do it right" when using outsourced assets in a publicly released game
very cool dude..
Thanks ☺
Good day Liam, i hope u are doing well. how to make cinematic introduction scenes like short movie clip for game. whats the best way?
I think the "Timeline" package is what you're looking for
Do you have a tutorial for this shader sir?
I don’t, but the shader graphs are included in the repo. There’s 2 needed for the effect: a full screen outline shader (set up on URP asset) and a toon shader (on the material for each object) to get this look.
why not just change agent velocity to the force direction?
That can work for some game styles. However, the agent will still be stuck to the NavMesh. For a lot of game styles that will not look very good