Introduction to Unity Behavior | Unity Tutorial

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  • Опубликовано: 9 фев 2025

Комментарии • 46

  • @arthurjvnb
    @arthurjvnb 20 дней назад +16

    Please, do a thoroughly tutorial (or even a series) about using the Unity Behavior. I'm struggling for weeks trying to create different behaviors (the classic: idle, patrol, chase, attack, receive damage). Maybe you could do two different approaches: one considering the viewer doesn't even know how to work with behavior trees (like me), and one considering the viewer already knows it, but they're trying to understand the unique features Unity Behavior offers.
    Of course, this is only a request. I love your videos :D

  • @shadowroy41148
    @shadowroy41148 19 дней назад +11

    I want to know more about this please make more videos about this topic because there are very less tutorial about this right now. Please tell us the full potential.

    • @LlamAcademy
      @LlamAcademy  17 дней назад +7

      I heard you all loud and clear 🙂 More coming!

    • @shadowroy41148
      @shadowroy41148 17 дней назад +1

      @LlamAcademy thanks 🙏

  • @muhammadumair6306
    @muhammadumair6306 20 дней назад +8

    Ah finally you came with behavior tree tutorials. Love your way of explaining itsy bitsy stuff man. Please keep these behavior tutorials coming as there aren't many out there.

    • @LlamAcademy
      @LlamAcademy  20 дней назад +1

      More are on the way, especially in the next Microgame!
      I'm thinking about doing more bite-sized tutorials on Unity Behavior like this one. While I personally like the super long ones that show the full implementation, it seems that most people prefer the shorter ones. I'm very interested in the feedback on these shorter ones and how the analytics play out!

    • @muhammadumair6306
      @muhammadumair6306 20 дней назад +1

      @LlamAcademy I personally like longer ones as they can easily cover alot of unforeseen stuff which always helps. My vote, Longer videos. Shorter ones are also better but when there's, like, some new feature. One example is that new Unity 6 feature where while pressing Ctrl key and click in your scene, it gives you a selection list of everything under your cursor and you don't have to keep clicking like a freak to select something. 😆

    • @F_U
      @F_U 17 дней назад

      @@LlamAcademy My vote goes to long ones too 😂

  • @howtodrawforfun
    @howtodrawforfun 17 дней назад

    Please do a tutorial series on this. It would be incredibly helpful. 😊

  • @castlecodersltd
    @castlecodersltd 18 дней назад +1

    Thanks for this 🙂I'd be interested in more in-depth videos, please

  • @gamingfreaks7108
    @gamingfreaks7108 19 дней назад +2

    I have used GDevelop 5 engine where action and events are like story telling.
    Exciting to hear about the unity story telling action and events system.
    thanks to Ai!!!!
    huge thanks to this channel for creating a basic tutorial about this.

  • @tufanaydin6340
    @tufanaydin6340 16 дней назад

    Lliam Academy you are the best. You always showing underrated feautures from Unity.

  • @TheShittyBeatles
    @TheShittyBeatles 6 дней назад

    Thank you thank you thank for highlighting this and giving an overview. I would Love to see more

  • @jaxowaraxa
    @jaxowaraxa 19 дней назад +2

    Great! We need a lot more!

  • @DavidMetzener
    @DavidMetzener 19 дней назад +1

    I would love to know more about Unity Behavior! My mind is already coming up with many possible small game ideas using this tool! Thank you for bringing it to our attention!

  • @jean-michel.houbre
    @jean-michel.houbre 20 дней назад +1

    Thanks for this easy to understand tutorial. I'll take another piece :)

  • @1x5x7
    @1x5x7 20 дней назад +3

    Holy moly, his hair gets brighter the stronger he gets!

    • @LlamAcademy
      @LlamAcademy  20 дней назад

      I'm working towards SSJ2. Still on SSJ1 😢

    • @あれくす
      @あれくす 20 дней назад

      HIS HAIR TURNED YELLER!

  • @あれくす
    @あれくす 20 дней назад +1

    Bro im stoked!!! Thank you!!

  • @Opramdularyt
    @Opramdularyt 15 дней назад +1

    How to create a third person controller in Unity

  • @TheTsquared27
    @TheTsquared27 11 дней назад

    Great tutorial!
    I'd be interested in seeing a tutorial about scaling behavior trees to cover more variation in say, enemy types. A lot of tutorials currently are focused on the basics, but if we have multiple entities in the game that use the same behavior but rely on different values, like move speed for example, how do we make a tree that's flexible enough to dynamically handle it without hardcoding values into the blackboard?

  • @Fitz0fury
    @Fitz0fury 19 дней назад

    yeah do more of this :)

  • @WarspawnOG
    @WarspawnOG 20 дней назад

    Great overview, I actually just noticed this in the package manager yesterday, however I had already installed NodeCanvas. I often struggle with the *design* of BTs and knowing when to create micro and macro tasks/actions. The basics do generally tend to come with a bunch of micro tasks like in the example that you showed, so a node in the graph is doing a bunch of things like the say, choose random, target say, navigate to target. Whereas a more macro approach might be to create a custom node that does those 4 things in one action called "Pick and Move to Target" or something. Similar to if the action was "Patrol" or "Hunt for Player" or whatever.

    • @LlamAcademy
      @LlamAcademy  19 дней назад

      I think it comes down to your preference and the level of control you want to push to the behavior tree system. For me, I tend to break them down when a branch condition comes in. We can encapsulate larger "Tasks" as subgraphs in this system which also helps.
      For example "Move" may not be as simple as a single node. Maybe you want to "Move" to follow a target. Maybe you want to "Move" to a single location. In that case I'd make a subgraph with a branch with 2 nodes - one that knows how to follow a target and one that knows how to move to a target location and branch between them based on some condition

  • @sonsai10
    @sonsai10 19 дней назад

    I need more info on this, I want to create my own nodes

  • @danielhasi6974
    @danielhasi6974 18 дней назад

    more videos please. got some problems with the behavior graph. Specially with custom flows or actions with different ports... creepy behaviors sometimes or maybe i misunderstood something

  • @tufanaydin6340
    @tufanaydin6340 16 дней назад

    Can you please make behavior graph tutorial from scratch? for example we as a player sneaking into a enemy base

  • @simonwhitehead8878
    @simonwhitehead8878 20 дней назад +1

    I am curious how people handle things like "Navigate to position" but react if something happens on the way. I have resorted to custom actions called "NavigateToPositionUnlessCondition", which returns Status.Running unless the condition is true. Is this the correct approach? Or should I have parallel running nodes? That is, one that navigates and one that checks for the condition (and a "WaitForAny" node to tie them together?)

    • @LlamAcademy
      @LlamAcademy  20 дней назад +1

      For this case I would probably use an "Abort" node at the top of the branch with your condition. You can "Abort if..." a value has changed, or a value equals a specific value. Once that happens, it will automatically cancel your branch and restart from the Abort node.

    • @kantagara
      @kantagara 19 дней назад

      For that type of thing, at least in behaviour designer you would create sequence nodes on the same level , the one on the left-most should have the biggest priority (for example: if health is critically low, go out of the battle and try to heal), so the abort type there should be set to lower priority so that after every 'tick' of the tree the variables can be validated and the agent would 'determine' that it health is terribly low so he needs to leave the battle to heal

    • @simonwhitehead8878
      @simonwhitehead8878 19 дней назад

      @@LlamAcademy @kantagara this has been very helpful. Thanks to both of you. And thanks for the video!

  • @wogergames6803
    @wogergames6803 17 дней назад +1

    You awesome

  • @JustFor-dq5wc
    @JustFor-dq5wc 20 дней назад

    Great visual tool. I'm using my own tree implementation, but my btree is separated from code. It's a bit messy. Gonna have to look at this closer. If there is an option to chage update rate, for lets say 200 ms., I'll redo my btree.

    • @LlamAcademy
      @LlamAcademy  20 дней назад +2

      I don't think today there is an out of the box configuration for it, but you can write your own MonoBehaviour that calls BehaviorGraph.Tick() at a custom interval and I think that should still give you that behavior!

    • @JustFor-dq5wc
      @JustFor-dq5wc 20 дней назад +1

      @@LlamAcademy Thanks! Disabling automatic update (enabled = false) and manually calling BehaviorGraph.Tick() should do the job.

  • @watercat1248
    @watercat1248 20 дней назад

    This not what I expected.
    It's any way to make State mashing not nesery for AI outside of animation in unity.
    With similar graph like this?
    Or have to found there'd party asset's for this ?

  • @itswilly
    @itswilly 20 дней назад +1

    ❤❤❤❤❤

  • @jednooki555
    @jednooki555 20 дней назад +1

    Is Unity Behaviour suitable for creating AI for RTS games?

    • @LlamAcademy
      @LlamAcademy  19 дней назад +1

      great question 🙂 I'd say generally yes it's a great choice. However if you're going megascale RTS with thousands of units, you'll likely need a full DOTS implementation. Behavior is currently uses the standard interaction paradigm of a GameObject with MonoBehaviour(s).

  • @SliderFF
    @SliderFF 20 дней назад

    wow, does i understand right? make IA without writing code? need to try in my rts. and dude, paint hair blue again, i like it more)

    • @LlamAcademy
      @LlamAcademy  19 дней назад

      You can make some aspects of your AI without writing any code, but most likely you will need to create some custom nodes to achieve the behaviors you'll need. Luckily Behavior makes the node creation process easy so you can focus on the implementation of your AI behaviors!