For some reason, my NPC has a broken pathfinding, he gets stuck on the edges of the walls, help ! Edit : i fixed it by reducing the radius of the character collider.
Wouldn't it be simply easier to make a ''smooth follow'' FSM? It solves all the movement. Then tie the animations to states, i.e. walking for not within 1 meter of player and idle when within 1 meter of player.
We've been discussing just such a tutorial and will see about getting something up and running as soon as possible (you can imagine the number of specific tut requests we get!), but in the mean time you can open up the PlayMaker ecosystem and search the sample scene "Simple Car". In it is a working scene of a physics based car with acceleration, reverse, breaks, and steering!
If you just want your string to show up in the console, you could use any of the Debug actions like "Debug Bool". If you're trying to print a string into UI text or something, you could use UI Text Set Text to change the string value of Unity's text components.
(Stephen here) I've been talking to Jean Fabre for a while about setting up a series for Photon. While there are other tutorials which take priority right now, a PUN video is definitely being looked into!
On your NavMeshAgent component there is a value called Angular Speed, which adjusts the maximum speed of rotation by degrees per second. So making this super high will make them turn on a dime, and lowering it will make them a little floaty when turning.
Do you mean to control the player in those genres? The camera perspective shouldn't change how the NPCs navigate the world, and you should be fine using pathfinding in both FPS and TPS.
very nice tutorial thanks😉, i would like to know only one thing, i did several tests, everything works fine only one thing is strange, if i try to go back and forth quickly the npc goes crazy, it keeps following us but it rotates all the time, how can i fix it ? edit: I solved by setting the rigid body of the npc to kinematic👍
It seems like there are no transition between the two animations. My way to solve it is first set up the transition in the animator window(unclick exit time etc). Create a script for the npc and write public methods for calling "idle" and "walk" animations inside it (setBool will do). Then remove "animator play" action, add "Call method " action instead to call the the methods. It works but are there any better way to fix it ?
hi, I tried both methods, with and without transitions, to do it with transitions I followed another tutorial on this channel which referred to player control in third person but it also works with this, setting it in the animator as a condition transition between animations a variable float (0 stands in idle and 0.1 goes to walk) and changed animator play to set animator float in both states by setting it to 0 in idel and 0.1 in walking state, worked for me but surely will work too with set bool👍
这个教程真是太棒了!谢谢你们!希望你们开发出更多好用简单的工具!This tutorial is really great! Thank you! I hope you can develop more easy-to-use and simple tools!
Keep up your good work, some of these materials could be life saving 😘😘
Much appreciated
LOL dude this is Playmaker, it's doing all the work
like magic ✨
@@HutongGamesLLC Indeed, but, like, I'm broke. And, I also need to learn how to code really well and understand the back-end, end-to-end.
Thanks man, really helpful tutorial
2:53 When I look up Nav Mesh Agent in the components section, nothing appears, any idea why?
Incase you didn't figure out already you need to go to package manager, unity registry and install AI navigation pack then you get nav mesh agent.
How would you update a Navmesh Agent’s speed? Like if you wanted them to move twice as faster if they are a certain distance away?
i have the AI Navigation but there isnt 4 tabs for it only 2 . i only got agent and areas :(
I need the follower to do one animation when is close to the player and then follow again
Hey guys - I keep sliding at the end despite the "Set Agent stopped" being implemented exactly as shown in the video. Any fix?
how can this be done if i need to open and close a door? is there a way to update the walkable areas realtime?
For some reason, my NPC has a broken pathfinding, he gets stuck on the edges of the walls, help !
Edit : i fixed it by reducing the radius of the character collider.
Wouldn't it be simply easier to make a ''smooth follow'' FSM? It solves all the movement. Then tie the animations to states, i.e. walking for not within 1 meter of player and idle when within 1 meter of player.
how can I make dialog in unity using playmaker?
There are so many ways to "make dialog" in games! What are some examples of dialog in games that are made the way you would like to make your own?
Do you guys think you could do a tutorial on making a car/tires work? I'm having an absolute hell of a time trying to figure this out
We've been discussing just such a tutorial and will see about getting something up and running as soon as possible (you can imagine the number of specific tut requests we get!), but in the mean time you can open up the PlayMaker ecosystem and search the sample scene "Simple Car". In it is a working scene of a physics based car with acceleration, reverse, breaks, and steering!
we're gonna try to be better about this 🙏
@@HutongGamesLLC That would be incredible, and thank you for the advice!
How to print string in playmaker?
If you just want your string to show up in the console, you could use any of the Debug actions like "Debug Bool". If you're trying to print a string into UI text or something, you could use UI Text Set Text to change the string value of Unity's text components.
Very nice. Can you make PUN2 (photon) tutorial too ?
(Stephen here) I've been talking to Jean Fabre for a while about setting up a series for Photon. While there are other tutorials which take priority right now, a PUN video is definitely being looked into!
Amazing ! But is there a way to fix the unrealistic AI rotation ?
On your NavMeshAgent component there is a value called Angular Speed, which adjusts the maximum speed of rotation by degrees per second. So making this super high will make them turn on a dime, and lowering it will make them a little floaty when turning.
@@HutongGamesLLC Thanks !
Hi, Thanks for the detail tutorial. Would it possible to use nav mesh in FPS or TPS? How can it be done? Thanks a lot.
Do you mean to control the player in those genres? The camera perspective shouldn't change how the NPCs navigate the world, and you should be fine using pathfinding in both FPS and TPS.
very nice tutorial thanks😉, i would like to know only one thing, i did several tests, everything works fine only one thing is strange, if i try to go back and forth quickly the npc goes crazy, it keeps following us but it rotates all the time, how can i fix it ?
edit: I solved by setting the rigid body of the npc to kinematic👍
any combat system coming soon? player versus AI ?
What kind of combat would you like to see? The more detail on the kind of systems you're interested in, the better!
@@HutongGamesLLC I would like to see like a button masher mixed with block and dodge :D
It seems like there are no transition between the two animations. My way to solve it is first set up the transition in the animator window(unclick exit time etc). Create a script for the npc and write public methods for calling "idle" and "walk" animations inside it (setBool will do). Then remove "animator play" action, add "Call method " action instead to call the the methods. It works but are there any better way to fix it ?
hi, I tried both methods, with and without transitions, to do it with transitions I followed another tutorial on this channel which referred to player control in third person but it also works with this, setting it in the animator as a condition transition between animations a variable float (0 stands in idle and 0.1 goes to walk) and changed animator play to set animator float in both states by setting it to 0 in idel and 0.1 in walking state, worked for me but surely will work too with set bool👍
ok tried with bool conditions in the animator, works perfectly
Love how it ends 😂
Great tutorial! If my game is 2D would this same tutorial work?
Check out A* pathfinding. There are some good 2D pathfinding solutions that you can get up and running very easily 👍
I have a question. You guys have a whole lot of 3D game tutorials can you make 2d tutorials pls this would be super helpful for a lot of people
We agree, there is a lack of 2D resources and we are working on delivering them as soon as we can. What kind of 2D tutorials would you like to see?
@@HutongGamesLLC simple one like move. Animation and simple things that every 2d indie or beginning 2d playmaker user will find useful
@@HutongGamesLLC so this is a question does this mean you guys will make more 2d playmaker tutorial
Great "terterial". ;-)
Thanks.Can you please make a 2d enemy Ai topdown that can Idle and Attack.
love it
可以出一个背包教程吗。和光子教程
thanks
you got it
hahah
how do I get playmaker
Thanks
you got it
@@HutongGamesLLC ya