Just a tip, you don't need to put the characters on their own layer, anything that is a NavMeshAgent is excluded from the NavMeshSurface. It's essentially assumed that any agent would not count as an obstacle, if you wanted them to be one you would have to add the NavMeshObstacle to them.
@@FAR-Gaming You're welcome! It seems early videos from unity about the navigation system mentioned this feature, but it never made it into the manual. So anyone who tries to learn it *now* would have to guess it works like that or look at the oldest videos that are partially outdated now.
really nice tuturial. Could you create a tutorial while using ai navigation, the ai follows the path to the player and hits if is close enough? ranged or melee
Tutorial for getting the AI to follow the player will be live first thing in the morning. AI attacking the player will hopefully be up within a couple weeks. Thanks again for the suggestions!
I was used to the old navigation system this one seem more powerful and allows for a higher level of control, although I wonder if the pathfinding itself or the performance of this new system is improved over the old one...
I agree. I assume the pathfinding still works about the same performance wise, but them making this a package of its own instead of including it natively in unity will really allow for updates/improvements without having to push a whole new Unity version.
This was really helpful, thank you for making it! Question: Would it be possible to have a priority on certain areas? Imagine smooth rock vs rubble, where the smooth rock would be preferred and could for example grant extra movement speed to the agent traversing it? I just started making an RTS-ish game where this mechanic is a pretty important aspect.
Yup! On the NavMesh Surface component where it says "Default Area" and it's set to Walkable, click the drop down and select "Open Area Settings". In there you can make multiple surface types and set their "cost". So you could make rubble have a cost of 5 and smooth rock be 1. And then the AI will only cross the rubble if 1) That's it's only choice OR 2) if the cost of going over the rubble is still cheaper than taking the long way around. Here's a video that explains cost really well. I hope this helps! ruclips.net/video/B3o_9JS6fOc/видео.html
How do I rebake a navmesh at runtime with this new system? I need to 'snap' pieces of world together procedurally at runtime and then bake the mesh. Help
when i click on window and ai it shows navigation and navigation obsolete but when i click navigation it only shows agent and areas and the obsolete one shows agent areas bake and object pls help
What are you needing help with? A lot of the options that used to be in a separate window (Window -> AI -> Navigation) are now built into the components that you attach to GameObjects. So the baking option is part of the NavMesh Surface Component you can add to your ground or navigable surfaces. And you can manage your AI Agent Types from the dropdown at the top of the NavMesh Agent component that you attach to a character. It'll give you an option to open Agent Settings. I hope this helps! Let me know if there's something else you'd like help with!
yes but when i click bake it does not work when i click window, ai and navigations it pops up without bake and object but the obsolete one shows them but does not show the navmesh when i bake it@@FAR-Gaming
Don't bake it from there. Add a NavMesh Surface component to your ground. At the bottom of that component with be a button to bake. Use that button instead.
The Unity AI Navigation package has been in the works for a while, but as of Unity Version 2022.2 the NavMesh components are no longer included by default and the AI Navigation package must be imported to your project separately.
Are you trying to find the package to add it to your project? Go up to Window > Package Manager and type in AI Nav and should be the package that comes up. Make sure in the top left your searching through all the packages and not just the ones in your project.
Thanks for mentioning the Unity version & package you're using! That's a really important step in my opinion which many tutorials just skip
Appreciate the feedback! 🙂
This was really clear and informative, thanks!
Glad it was helpful!
Excelent video tutorial! Thank you very much!
wow, this is a good tutorial , it is really basic and easier to understand
Thanks, glad you liked it!
Just a tip, you don't need to put the characters on their own layer, anything that is a NavMeshAgent is excluded from the NavMeshSurface. It's essentially assumed that any agent would not count as an obstacle, if you wanted them to be one you would have to add the NavMeshObstacle to them.
I tested this out and you're right! Thanks for the tip!
@@FAR-Gaming You're welcome! It seems early videos from unity about the navigation system mentioned this feature, but it never made it into the manual. So anyone who tries to learn it *now* would have to guess it works like that or look at the oldest videos that are partially outdated now.
really nice tuturial. Could you create a tutorial while using ai navigation, the ai follows the path to the player and hits if is close enough? ranged or melee
Great suggestion! I'll start working on this!
Tutorial for getting the AI to follow the player will be live first thing in the morning. AI attacking the player will hopefully be up within a couple weeks. Thanks again for the suggestions!
@@FAR-Gaming Thanks!
This was great! Just what I needed. Thanks!
You're welcome!
I was used to the old navigation system this one seem more powerful and allows for a higher level of control, although I wonder if the pathfinding itself or the performance of this new system is improved over the old one...
I agree. I assume the pathfinding still works about the same performance wise, but them making this a package of its own instead of including it natively in unity will really allow for updates/improvements without having to push a whole new Unity version.
@@FAR-Gaming assigning nav static suck'd azz lol
Thanks I got confused on the new Nav Mesh package. This helps. But annoyed at the additional UI clutter to the scene/game views.
A lot of that you can turn off in either the gizmos menu or with the little navmesh box that appears in the corner. Hope this helps! 🙂
Great tutorial. Looking forward to more about AI navigation.
Thank you! Any suggestions on something you'd like to see more about?
Great job. V clear, informative and gives a great base to get started with the nav package. Keep up the great work
Thank you!
thank you sir
How can i fix the npc rotation so slow?
Thank you!
You're welcome!
Please more Unity tuts big up!
This was really helpful, thank you for making it!
Question: Would it be possible to have a priority on certain areas? Imagine smooth rock vs rubble, where the smooth rock would be preferred and could for example grant extra movement speed to the agent traversing it?
I just started making an RTS-ish game where this mechanic is a pretty important aspect.
Okay I just read the documentation and yes, this seems possible.
Yup! On the NavMesh Surface component where it says "Default Area" and it's set to Walkable, click the drop down and select "Open Area Settings". In there you can make multiple surface types and set their "cost". So you could make rubble have a cost of 5 and smooth rock be 1. And then the AI will only cross the rubble if 1) That's it's only choice OR 2) if the cost of going over the rubble is still cheaper than taking the long way around. Here's a video that explains cost really well. I hope this helps!
ruclips.net/video/B3o_9JS6fOc/видео.html
@@FAR-Gaming Thank you! 😀
Thank u 🥰🥰🥰
You’re welcome!
How do I rebake a navmesh at runtime with this new system? I need to 'snap' pieces of world together procedurally at runtime and then bake the mesh. Help
Gotta get the navemshsurface component referenced in a script then run .bake
W tutorial 👍
hi can you help me about the AI Navigation
What’s up?
when i click on window and ai it shows navigation and navigation obsolete but when i click navigation it only shows agent and areas and the obsolete one shows agent areas bake and object pls help
What are you needing help with? A lot of the options that used to be in a separate window (Window -> AI -> Navigation) are now built into the components that you attach to GameObjects. So the baking option is part of the NavMesh Surface Component you can add to your ground or navigable surfaces. And you can manage your AI Agent Types from the dropdown at the top of the NavMesh Agent component that you attach to a character. It'll give you an option to open Agent Settings. I hope this helps! Let me know if there's something else you'd like help with!
I need help fixing the tool because when i try to bake it it says that it bakes but when its done it does not show me@@FAR-Gaming
In the bottom right corner of your scene editor, is the box checked for it to show you navmeshs?
yes but when i click bake it does not work when i click window, ai and navigations it pops up without bake and object but the obsolete one shows them but does not show the navmesh when i bake it@@FAR-Gaming
Don't bake it from there. Add a NavMesh Surface component to your ground. At the bottom of that component with be a button to bake. Use that button instead.
Can anyone help me that when I bake my NavMesh My Player colliding isn't wqorking properly can anyone please help me ???
Would love to help but I’d need more info. Another option is posting your issue on one of the Unity reddit pages.
When the new version released
The Unity AI Navigation package has been in the works for a while, but as of Unity Version 2022.2 the NavMesh components are no longer included by default and the AI Navigation package must be imported to your project separately.
i dont found Ai Navigation. Help me plss
Are you trying to find the package to add it to your project? Go up to Window > Package Manager and type in AI Nav and should be the package that comes up. Make sure in the top left your searching through all the packages and not just the ones in your project.