Well damn now that I've discovered this I have no reason not to learn how unity AI works. I didn't realize this was episode 44 until you said it and my eyes kind of went wide for a moment
Great video! Would it be possible to do a video on how to limit agent movement range and visualize it. Like xcom but not using a grid based system.. and instead using the navmesh.
@LlamAcademy visualize the agents maximum movement on the ground(navmesh) For example, if an agent has a maximum movement range of 8 units the visualization would be a circle around the agent which extends 8 units if no obstacles are present. The tricky part would be if there are obstacles and/or navmesh links, because the visualized movement shape on the ground would not be a perfect circle due to the obstacles and height differences from navmesh links.
Speaking of Enemy AI any chance you cover the topic of enemy flanking? this one kinda tricky to implement since unity navmesh always looking for the shortest path
This gives you simple flanking when chasing. It's a little hard to see here because the enemies are all always chasing, but if you have them coming from relatively far away you'll see dramatically different paths. Anything related to the decision-making-process for the AI to consider whether they SHOULD flank would have to be done in a state machine / behaviour tree / GOAP system. At that point it's just calculating what a good "flank position" would be and setting the agent's destination to that point. That's a pretty complex topic that may be worth a longer video on. It would definitely be a more advanced topic to though
@@LlamAcademy the hard part about "flanking" is trying to find the flanking route/path ie find a path to rotate behind player and avoid player vision. But yeah it is an advanced topic. . .
I think this should be merge-able into the skills system by way of state machine - only use this behavior in the "chase" state, and if you're using the jump attack, consider the player movement as well so they'll jump the right location. That has it's own challenges like considering if the enemy can even jump to that location or if they'd jump through something they shouldn't!
@@LlamAcademy ops' I got confused in class, it's not episode 24 but 27, where enemies surround the player, I'm going to test it separately and then I'm going to study it to find out the best and most efficient way of merging! I apologize for the confusion 😅😅
missed you. yes you. I love your tutorial especially your intro. I always follow along 😁
❤️ I love to hear that thank you. You made my day!
This was so helpful. The enemy looks so much more intelligent
bro you're so underrated like damn
I am so impressed with your videos. I will have to learn this AI part for my Game. Thank you very much.
Very useful video. thank you so much for your effort!
Another amazing tutorial! Keep em coming!
Such a great topic to cover!
❤️
you are amazing!
Well damn now that I've discovered this I have no reason not to learn how unity AI works. I didn't realize this was episode 44 until you said it and my eyes kind of went wide for a moment
😁 dive in deep! There's over 11 hours in the series so far!
It is very useful to use EQS queries in a situation like this
I don't think Unity has out of the box EQS query support, but that does look like a really cool feature
Great video! Would it be possible to do a video on how to limit agent movement range and visualize it. Like xcom but not using a grid based system.. and instead using the navmesh.
Could you elaborate on what you mean here? Just want to show on the UI where an Agent could move that is within X distance?
@LlamAcademy visualize the agents maximum movement on the ground(navmesh) For example, if an agent has a maximum movement range of 8 units the visualization would be a circle around the agent which extends 8 units if no obstacles are present. The tricky part would be if there are obstacles and/or navmesh links, because the visualized movement shape on the ground would not be a perfect circle due to the obstacles and height differences from navmesh links.
Any plans for a tutorial on enemies detecting sounds, Thrown ojects, footsteps, gun shots etc?
That is a good idea for a topic. I'll add it to the ideas list! Thanks!
@@LlamAcademy Awesome, your tutorials series isn't far from the completeness of paid assets. Adding in editor menus would take it to the next level.
this is awesome
🙏thanks!
i am facing issue i have navmesh obstacles and when i disable them all agents stop for a while how can i fix them?
Speaking of Enemy AI any chance you cover the topic of enemy flanking? this one kinda tricky to implement since unity navmesh always looking for the shortest path
This gives you simple flanking when chasing. It's a little hard to see here because the enemies are all always chasing, but if you have them coming from relatively far away you'll see dramatically different paths.
Anything related to the decision-making-process for the AI to consider whether they SHOULD flank would have to be done in a state machine / behaviour tree / GOAP system. At that point it's just calculating what a good "flank position" would be and setting the agent's destination to that point. That's a pretty complex topic that may be worth a longer video on. It would definitely be a more advanced topic to though
@@LlamAcademy the hard part about "flanking" is trying to find the flanking route/path ie find a path to rotate behind player and avoid player vision. But yeah it is an advanced topic. . .
This system conflicts with the AI of episode 24, I will have to study and adapt it in a way that does not affect performance...😥
I think this should be merge-able into the skills system by way of state machine - only use this behavior in the "chase" state, and if you're using the jump attack, consider the player movement as well so they'll jump the right location.
That has it's own challenges like considering if the enemy can even jump to that location or if they'd jump through something they shouldn't!
@@LlamAcademy ops' I got confused in class, it's not episode 24 but 27, where enemies surround the player, I'm going to test it separately and then I'm going to study it to find out the best and most efficient way of merging! I apologize for the confusion 😅😅
I don't understand anything. I need to go back to the basics
You may want to check out Part 1 with the simple movement first!