Hit Moving Targets with Projectiles | AI Series Part 41 | Unity Tutorial

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  • Опубликовано: 19 дек 2024

Комментарии • 28

  • @DerAua
    @DerAua Месяц назад

    Wow, this is the best tutorial on this proble so far. Thank you so much.

  • @FullMe7alJacke7
    @FullMe7alJacke7 2 года назад +9

    I've been dreading trying to figure out the math involved for my projectile position predictions, I can't tell you how excited I am to watch this video.

    • @LlamAcademy
      @LlamAcademy  2 года назад +2

      I was too 😅 I hope it saves you some headaches!

  • @HaykAmirbekyanTKD
    @HaykAmirbekyanTKD 2 месяца назад

    for people who are using non parabolic projectiles, like bullets without gravity, this equation can e greatly simplified! or shooting an arrow in outer space for example.

  • @abhinawram4014
    @abhinawram4014 Год назад +1

    how can i change
    SpherecastRadius = AttackProjectile.GetComponent().radius;
    for MeshCollider & change radius

    • @LlamAcademy
      @LlamAcademy  Год назад

      You would have to design your mesh to be the size you want it to be, or change the scale of the object (or sub-object) with a collider instead. There is not a simple way to adjust the size of mesh colliders other than scaling the object.

  • @NewbNinjas
    @NewbNinjas 2 года назад

    I think I might have just found my new favourite channel

    • @LlamAcademy
      @LlamAcademy  2 года назад

      Awesome 😎 I'm glad you found the channel and it's adding value

  • @mediaexposed6256
    @mediaexposed6256 Год назад +1

    thanks for these awesome tuts and brilliant series

  • @TChrisBaker
    @TChrisBaker 2 года назад +2

    Thanks for the video. This is something I think we all struggle with

    • @LlamAcademy
      @LlamAcademy  2 года назад +1

      🤗 you’re welcome! I definitely struggled with it myself!

  • @bufferoverflovv
    @bufferoverflovv 2 года назад +1

    Hey Chris, thanks for another great video. Two things that come to mind that I think could be interesting in tandem with this video topic. How can the AI use the navmesh to find the best line of sight to hit the player with projectiles from, kind of like a reverse cover system. And how you could perhaps link the AI targeting to an attack token system so AI need to request from a blackboard an attack token before it can attack to not overwhelm the player. Maybe the token request is granted based on some kind of weighting or known variables, i.e is closest to the player.

    • @LlamAcademy
      @LlamAcademy  2 года назад +1

      Hi 👋! Really interesting topic ideas! I'll add them to the list of topics I'm considering and see if I can come up with a cool solution for either one of those

    • @bufferoverflovv
      @bufferoverflovv 2 года назад +1

      @@LlamAcademy No worries, these are also just a few things I've been trying to research myself. There is a really good GDC talk from the AI developers of DOOM 2016/Eternal where they over some of these mechanics with a lot of good math and examples too. They also have an accuracy system where if the player is moving they use curves to sample noise and then depending on the curve they can influence the accuracy. I was thinking of adapting that into this video you posted. If you're interested you can watch the talk here - ruclips.net/video/2KQNpQD8Ayo/видео.html

    • @LlamAcademy
      @LlamAcademy  2 года назад +1

      Thanks! I'll definitely check that out

  • @DUk7167
    @DUk7167 Год назад

    Could you Physics explain of swipe control, plz.

  • @00nau00
    @00nau00 11 месяцев назад

    hii!! how can i make it work with different terrain elevations?, it calculates the shot at the same thrower's y axis. how can i fix that? i'm not the best at maths lol

    • @LlamAcademy
      @LlamAcademy  11 месяцев назад

      This already considers different terrain elevations, you can see that at 4:50

  • @jussirautiainen3784
    @jussirautiainen3784 2 года назад +1

    Thanks for a great video. Now I don't have to back to college to actually pay attention in Physics 101 ...

    • @LlamAcademy
      @LlamAcademy  2 года назад

      😁 I thought I might need to go back myself

  • @abhinawram4014
    @abhinawram4014 Год назад +1

    WHY NULL REFERANCE ERROR SHOW IN CONSOLE REPEATIVELY
    NullReferenceException: Object reference not set to an instance of an object
    EnemyThrowAttack.Update () (at Assets/script(folder name)/star(folder name)/EnemyThrowAttack.cs:83)
    EnemyThrowAttack.cs:83 (LINE)
    HistoricalPositions.Dequeue();
    PLZ HELP
    THX FOR THE TUTOR

    • @LlamAcademy
      @LlamAcademy  Год назад

      It sounds like probably you don't have the Target set in the Inspector

    • @abhinawram4014
      @abhinawram4014 Год назад +1

      ​@@LlamAcademy I checked Target is set in the Inspector
      The asset you have given on GitHub
      In the scene script is not being used anywhere, I just wanted to take a reference
      I can't able to find solution

  • @nileshkumawat6730
    @nileshkumawat6730 2 года назад

    Hey you have a way to make navmesh link connect to other neighbour terrain? Because terrain area is defferent lower higher so there is so difficult to arrange navmesh link 1 by 1 😂

    • @LlamAcademy
      @LlamAcademy  2 года назад +1

      I don’t know a good way offhand to automatically generate those. It’s something I’ve been meaning to try out but haven’t had the time yet.

  • @karlkarl6176
    @karlkarl6176 2 года назад

    It is good (because this is a game environment) we do not have to consider the diminishing velocity of an object in motion over time, as well as any resistance in the substrate the object is moving through (e.g. throwing things at something under water), LOL ... but that is the next challenge, you think? 🙂
    UPDATE: Holy Mother of Batman.... After looking at the parameters in your function calls I see the accommodation of "useGravity" and "isKinematic" ... GOSH! If we only had that on the 3D graphics work in a past lifetime at Georgia Tech! Maybe you could demo the variations of "useGravity" and "isKinematic" related to "resistance" / "gravity" / "friction" as it would tickle my fancy to know more on this...

    • @LlamAcademy
      @LlamAcademy  2 года назад

      Definitely too much for this one 😅. I think that’s just a matter of adding a relatively high drag multiplier into the equation for approximate results. That same Wikipedia article includes how you can add drag for those adventurous enough to try

  • @jasonalarcio7644
    @jasonalarcio7644 2 года назад

    When I added the GMS it softed completely different than yours. Yours softed more like a real app, wNice tutorialle mine softed very