NavMeshObstacle and NavMeshAgent - Together! | AI Series Part 33 | Unity Tutorial

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  • Опубликовано: 17 дек 2024

Комментарии • 23

  • @ronigleydsonvilasnovas8067
    @ronigleydsonvilasnovas8067 3 года назад +4

    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.

  • @mynameispatrickandiliveund7628
    @mynameispatrickandiliveund7628 2 года назад +2

    Thank you man, I had this snapping issue with my agents and activating navAgent a frame after you disable obstacle really fixed the issue.

  • @longo9021
    @longo9021 3 года назад +2

    Love your videos. Keep up the good work !!!

  • @andriiandrieiev2805
    @andriiandrieiev2805 Год назад

    There is RVO Simulator in A* Pathfinding asset which allows agents to avoid each other while moving. Great vid tho!

  • @avstract3085
    @avstract3085 5 месяцев назад

    3:36 The project Browser just dock in just like Unreal Engine 5, what is the name of that asset?

  • @TedThomasTT
    @TedThomasTT 3 года назад +1

    amazing videos, cheers!

  • @deivid-01
    @deivid-01 2 года назад +1

    Thanks a lot!

  • @worldkho
    @worldkho 6 месяцев назад

    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?

    • @LlamAcademy
      @LlamAcademy  6 месяцев назад

      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.

  • @prosealien
    @prosealien 10 месяцев назад

    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.

    • @LlamAcademy
      @LlamAcademy  10 месяцев назад +1

      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

    • @prosealien
      @prosealien 10 месяцев назад

      @LlamAcademy Thanks, I will give that a try :)

  • @TheRoarer
    @TheRoarer Год назад

    Hey Chris, do you happen to know if there is a performance cost associated with stationary NavMeshObstacle?

    • @LlamAcademy
      @LlamAcademy  Год назад +1

      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.

  • @KrAyOnS1
    @KrAyOnS1 3 года назад

    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?

    • @LlamAcademy
      @LlamAcademy  3 года назад

      Sorry, from that information I can't tell what's going on or what your desired outcome is

  • @prosource7067
    @prosource7067 2 года назад

    why Vector3.Distance and notnavMeshAgent.remainingDistance?

    • @LlamAcademy
      @LlamAcademy  2 года назад

      Great question! You can use either! RemainingDistance would be faster!