AI Navigation 2.0 - Runtime NavMesh surfaces

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  • Опубликовано: 16 дек 2024

Комментарии • 24

  • @squashi2701
    @squashi2701 20 часов назад +10

    Only videos I look forward to

  • @StCost
    @StCost 20 часов назад +7

    very useful, thanks. quite good for any purpose

  • @uni-mal4433
    @uni-mal4433 20 часов назад +3

    Amazing!

  • @Dominik-K
    @Dominik-K 15 часов назад +1

    Very interesting feature I've been looking forward to for a long time now

  • @kingl.a.c
    @kingl.a.c 20 часов назад +3

    Good brooo🎉

  • @humano23
    @humano23 20 часов назад +4

    Oooooo cool

  • @Gamesplaytoday
    @Gamesplaytoday 20 часов назад +4

    nice

  • @marcoseliasmep
    @marcoseliasmep 5 часов назад

    We need 64-bit world coordinates... to avoid origin shifting on huge maps. Some other engines did it already.
    If you try moving everything with navmeshes and people walking you will break the game for a second or so. Is there a better way to solve this issue in current Unity versions?

  • @kupcuk
    @kupcuk 9 часов назад

    @3:55 it's unclear whether you added nav mesh somehow partially in the inspector or just added game objects with nav mesh obstacle component.

  • @GameDevBox
    @GameDevBox 5 часов назад

    Very useful, Thanks!
    I really want to know if big open world use unity navmesh or A* pathinding pro assets, games like the forest. How do they handle the runtime baking? Isn't heavy to bake the navmesh in a frame for such case? Are they split the job in frames or something.

    • @mrzaphkielYT
      @mrzaphkielYT 5 часов назад

      I think it better to make chunks and only bake/update navmesh in the chunk where the player located.

  • @lemetamax
    @lemetamax 8 часов назад

    Is there a way to use nav mesh agents within a job?

  • @tsuki-no-akuma
    @tsuki-no-akuma 2 часа назад

    Anyone not using 1TBS is a barbarian and savage /j

  • @r1pfake521
    @r1pfake521 4 часа назад

    The tutorial could be a bit better with explaining things instead of just reading the code and say "you have to add this here", for example in the destination check you add +0.1f to the stoppingDistance, you could explain why you do this and why you picked this specific value

  • @while_coyote
    @while_coyote 17 часов назад +3

    This video has been needed for a year or more, awesome! That said, the code samples are teaching some awful coding practices.

  • @pogo575
    @pogo575 20 часов назад +1

    Just pay the maker of A* pathfinding project a million bucks and call it a day.

    • @glassystudio
      @glassystudio 14 часов назад

      Seems you are new into game dev , there is much difference between A* Pathfinding and Navmesh.
      For instance you can seamlessly rebake Navmesh in async runtimwhere if you do this in a* pathfinder, it will crash the game or atleast cause lag spikes

    • @csaratakij6339
      @csaratakij6339 12 часов назад

      @@glassystudio Seem like you new to the unity eco system. Not the "A* pathfinding algorithm", the "Aron Granberg's A* pathfinding project"

    • @glassystudio
      @glassystudio 12 часов назад

      @@csaratakij6339 both uses A star path finding.
      A star path finding is not asset, it's a method.

    • @glassystudio
      @glassystudio 11 часов назад

      ​​@@csaratakij6339
      I know, A star's not "asset", it's a method of path finding.
      Aron Granberg astar uses A star pathfinding method..
      I'm a professional game developers working for studio, you can check my channel for some of my hobbies
      I have been using Unity since 2015. 😊.

    • @akashlimbu1987
      @akashlimbu1987 11 часов назад

      @@csaratakij6339 I know. A star is not an Asset, its a "Method."
      Aron Granberg's uses A star pathfinding method.
      Nav mesh also uses A star pathfinidng method as well.
      "Its a method, not an asset."
      Everytime for my 2d projects, i use Aron granberg a* for my 2d games.
      It is really really great tool and unity should honestly buy it.
      but for 3d, Navmesh is far metter than Aron granberg a*, Async rescan was recenlty added upon frequent request on Aron granbergs. Navmesh came inbuilt.