Now in addition to watching the video, i can also understand what you say, thanks to the automatic subtitles i got a way to translate in real time. Congratulations and thanks for sharing your knowledge with us.
I watched your how to make AI surround the player video. Would this be a better method for something like zombies walking near the player then finding the closest open spot to get in melee range of the player?
This could work in conjunction with that. However if the player is also using a NavMeshAgent then when the agents carve the NavMesh the player will become unable to move. That may be the effect you are looking for, but may also cause frustration since the player can get movement locked.
Thanks for these tutorials. Is there a simple way to reset destination of nav agent. Say if the enemy follows player then the player switches to another charater. I tried nav reset and cancel methods but enemy will follow the players previous characters destination.
If you just want them to stop, you can set NavMeshAgent.isStopped = true. The next time you set a destination you can set it back to false and they'll move to the new spot
I don't think there's any runtime cost. I would expect there is cost when initially carving the obstacle since it has to update the NavMeshData to cut out its shape. After the NavMeshData is updated, it's just some extra vertices on the NavMesh.
Now in addition to watching the video, i can also understand what you say, thanks to the automatic subtitles i got a way to translate in real time. Congratulations and thanks for sharing your knowledge with us.
Awesome! Thank you!
Thank you man, I had this snapping issue with my agents and activating navAgent a frame after you disable obstacle really fixed the issue.
Awesome to hear!
Love your videos. Keep up the good work !!!
Thank you! 🙏
There is RVO Simulator in A* Pathfinding asset which allows agents to avoid each other while moving. Great vid tho!
3:36 The project Browser just dock in just like Unreal Engine 5, what is the name of that asset?
amazing videos, cheers!
Thank you! 🙏
Thanks a lot!
You're welcome! 🙌
I watched your how to make AI surround the player video. Would this be a better method for something like zombies walking near the player then finding the closest open spot to get in melee range of the player?
This could work in conjunction with that. However if the player is also using a NavMeshAgent then when the agents carve the NavMesh the player will become unable to move. That may be the effect you are looking for, but may also cause frustration since the player can get movement locked.
Thanks for these tutorials. Is there a simple way to reset destination of nav agent. Say if the enemy follows player then the player switches to another charater. I tried nav reset and cancel methods but enemy will follow the players previous characters destination.
If you just want them to stop, you can set NavMeshAgent.isStopped = true. The next time you set a destination you can set it back to false and they'll move to the new spot
@LlamAcademy Thanks, I will give that a try :)
Hey Chris, do you happen to know if there is a performance cost associated with stationary NavMeshObstacle?
I don't think there's any runtime cost. I would expect there is cost when initially carving the obstacle since it has to update the NavMeshData to cut out its shape. After the NavMeshData is updated, it's just some extra vertices on the NavMesh.
I have a char that shoot and a Nasmesh but when I shoot the names it goes backwards and doesn't follow me anymore. Now how to fix?
Sorry, from that information I can't tell what's going on or what your desired outcome is
why Vector3.Distance and notnavMeshAgent.remainingDistance?
Great question! You can use either! RemainingDistance would be faster!