This tutorial may be exactly what I need to save my stealth game project, although I’d be replacing the wander code with my patrol-path system. Thank you so much!!!!!
I would probably use one manager script to handle all the enemies. So have a navigation agent for every enemy, but use only one script (preferably C#) to handle the logic.
Seeing a boolean var called you're f*cked, made my night lol
This tutorial may be exactly what I need to save my stealth game project, although I’d be replacing the wander code with my patrol-path system. Thank you so much!!!!!
This is really good. So much to consider. Keep making tutorials please!
this tutorial is a lifesaver
Saw your post on reddit keep up the good work.
This channel will blow up some day. You should make course or playlist for godot
Thanks! I don’t think I’m good enough to do a course, but I just made a playlist for my Godot tutorials, thanks for the advice!
@@Punga046 sir, you'r more capable then the most of the godot channel.
I can't wait to get my first level to a place where i can add enemies and try this out! Which version of Godot is this using please?
If you use an area 3d as the enemy's eyes then wouldn't it be able to see you through walls?
@@ryepotato_editz There were no walls in my game, so it wasn’t an issue, but you can use raycasts instead.
aye stupid question actually, what's the easiest way to find the borders of my map for the randf_range in the RandomPos variable
I did it by placing the character at the borders and copying its coordinates.
@@Punga046 I see thank you so much
where can I find the code file to analyze it better?
If I have multiple enemies wandering it gets very taxing performance wise. Any advice to fix this?
I would probably use one manager script to handle all the enemies. So have a navigation agent for every enemy, but use only one script (preferably C#) to handle the logic.
@@Punga046 great thank you very much
nice tutorial! no like genuinely!!!