Nav Mesh Areas & Costs | Unity AI Pathfinding (Part 7) | Table Flip Games

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  • Опубликовано: 13 окт 2024

Комментарии • 25

  • @thenukdevendra1902
    @thenukdevendra1902 9 месяцев назад +1

    Great vid, made it easy to understand with your examples. This made it really clear.

  • @danielstockley5631
    @danielstockley5631 Год назад

    Oh wow, I was trying to get NPCs to follow closely along a wall when patrolling an urban area. But using rays to try and get them to stay close to a wall led to awkward zig zagging and often getting stuck in the wall. This will be so much easier, thanks.

  • @DalamarTD7
    @DalamarTD7 5 лет назад +1

    Thank you very much for this series. It's been entertaining and more informative than anything else I've watched.

  • @syedfiazshah8821
    @syedfiazshah8821 4 года назад +1

    Really enjoyed your style...learning made fun. Keep up the good work.

  • @Tzirrit
    @Tzirrit 4 года назад +1

    Nice bite-size tutorials, clean style, entertaining and informative!

  • @VaupellGaming
    @VaupellGaming 2 года назад

    nice video, stumpled randomly on this.. This is the way/technique i use for NPC's in city areas to make them stay on the road and only use crossings if really needed :D

  • @gamedesignwithmichael
    @gamedesignwithmichael 4 года назад

    These videos are really good.

  • @LesP56
    @LesP56 3 года назад +4

    How would I apply this to a terrain? Like, make a road that nav mesh agents would follow? How would I set the "road" area to be the best choice? My goal is to draw or create a road across a terrain that AI objects would follow.

  • @DavidZobristGames
    @DavidZobristGames Год назад

    Niceee. You ever tried to manipulate the cost at runtime? While the agent is at any point on his way? Like lets say it burns in this area but the fire comes and goes. I assume its not smart enough to wait at this point because it does not have information about when the cost goes down again. Even tough waiting could be the best / fastest option if the agent would now the time of change. If that makes sense :D

  • @NikkiMcMistie
    @NikkiMcMistie Месяц назад

    Hi, I'm curious if you know of a method that doesn't require slicing and tiling floor area geometry in order to achieve the cost based movement?

  • @vertigo2604
    @vertigo2604 Год назад

    Thx, that was cool. But is there any ability to make some areas walkable for one characters but unwalkable for others?

  • @tigogojarek
    @tigogojarek 4 года назад

    Hi, thanks for the tutorial. By the way yes, it's greenish.

  • @dkordy
    @dkordy Год назад

    Wonderfoul,but how to bake that areas on terrain,do you need multiple terrains on scene ? You cant build diferent areas on one terrain, or you can?

  • @DommageCollateral
    @DommageCollateral 3 года назад

    6:45 xD XD a color blind dude making video game ...great! cheers bro!

  • @phlegios
    @phlegios 5 лет назад +1

    Tommy, do you plan on moving/reuploading your old tutorial videos from AI in Games to this channel?

    • @TableFlipGames
      @TableFlipGames  5 лет назад

      The Unity navmesh series has been copied over entirely. There are old C# ones as well, but I imagine I'm going to re-do them from scratch instead.

  • @georgegordian
    @georgegordian 3 года назад

    This is great for a mesh. I haven't figured out how to break up parts of a terrain (water) to be unwalkable though. How do you select part of a terrain?

    • @benthroop2461
      @benthroop2461 2 года назад

      I was just looking for this. I'm going to be really disappointed if this isn't possible.

  • @Niko_3D
    @Niko_3D 3 года назад

    I'm working on a click to move game and when I bake nav mesh for instance "stairs connecting to platform" I can't seem to get him to walk on platform at all he constantly wants to go under and walk on terrain bellow that "platform". Any idea what am I doing wrong?

  • @NotASpyReally
    @NotASpyReally 3 года назад

    what if I have a single mesh which is the entire level made on blender, and I want to set different parts of it to different navmesh areas? Is that even possible? Do I have to separate the mesh to do that?

  • @marcelputra299
    @marcelputra299 4 года назад

    Hello! Is this possible to be done with portals/teleporters?

  • @martynhowser8142
    @martynhowser8142 4 года назад

    So I want unity to take control of the steering/etc. But I want my unit to end up facing a direction at the end of the path. Can that be done?

  • @GREWISHK4
    @GREWISHK4 3 года назад

    i am your 5,000th view

  • @Bamboo01
    @Bamboo01 3 года назад

    amogus navmesh