Here's the basic Enemy AI I've used in several of my games, very easy to make and easily expandable to fit any game! 🎮 Play 7 Awesome Games (Action, Strategy, Management) and Help Support the Channel! ✅ Get the Game Bundle 67% off unitycodemonkey.com/gameBundle.php
PLEASE BEAWARE for people confused at different codes from 5:53, there has been some slight tweaking in values, so practice with the project files given above. I depressed myself for using 1f as reached position distance. if you are deleting the Enemy AI script and creating your own in the project files, see the Enemy AI script in the files first. And thank you Code Monkey for showing me a new way to use A star.
Hahah, I can't believe it. I always thought that State Machines was gonna be something complicated to learn. But State Machine is literally just switch cases of different enums. That's super straight forward. Maybe it's just the name ."State Machine" sounded so intimidating. Thanks for the clear and concise tutorial! And especially thanks for not murmuring and for writing correct and clean code to follow!
Hehe yup the name State Machine does sound intimidating, I had that exact thought when I first heard the term until I realized that's what I had been doing all along.
Why I like code monkey? Because he explain everything in a simple way. He deserves more subscribers. If you want to get more views, I recommend to change the thumbnail style.(just a suggestion)
I haven't gotten deep into Ai in my game yet, and I was planning on making an entire fully blown State Machine class just to do wandering and movement. But this is exactly what I needed. And When I get around to it I will actually do what you did with the enums.
Thank you for this easy to follow and well explained tutorial on making a State Machine/FSM. Many other videos on this subject tend to get convoluted and "lost in the weeds" so to speak. I've used the Mecanim system as a FSM but I've found that to be a bit buggy (OnStateEnter and OnStateExit seems to not always work (probably my fault)) so I used your method and my VR zombies are acting and sounding like I want them to. I liked this video and I am subscribed. Thanks again!
Code Monkey, how did you learn to code like this? Is it because that you code so much and research by self-teaching yourself i.e. reading C# and unity API documents? Learning from others? How did you come up with this advanced yet simplified codes?
It's really all about experience, I've been writing code for 20 years so in all that time I've written some basic AI implementation dozens of times. It really is just trial and error, start trying to do something, think of exactly what I need to accomplish my goal, and try to make it while constantly trying different approaches, reading the manuals and googling for answers. So yeah, the more you do it the better you become. Best of luck in your own journey!
@@CodeMonkeyUnity There is no EnemyPathfindingMovement, nor a GridPathfinding, I watched every Tutorial for this, it's a bit frustrating. :D I imported now parts of your project and adapted it to my project, but I can't access namespace GridPathfinding, in EnemyPathfinding it throws me a nullreferenceexception at line 97 "pathVectorList = GridPathfinding.instance.GetPathRouteWithShortcuts(GetPosition(), targetPosition).pathVectorList;" But I have the GridPathfinding in my Project, can you help me? I also did a Debug, the reference is just null, the folder for namespace GridPathfinding is in the same folder for me other AI stuff. And in which tutorial you created all this stuff? Definitly not in A* :D I have to add: Reading all the other answers you give here seems like you don't really know the content of your own videos, there is no EnemyPathfinding, no GridPathfinding.
I don't know if I'm in time to help anyone out in this thread, but for people looking for those scripts in the future, they are in the subfolder TopDownShooter\Scripts in the EnemyAI unity package.
When I download the project I get the error LWRP does not exist in the namespace UnityEngine.Experimental.Rendering and The type of namescape name 'Light2D' could not be found
Very informative, if youd like to expand upon it in the future, heres a suggestion: Do the New Mario Bros. Goomba behaviour. Basically whats new compared to the old ones is that besides patroling and falling off edges, it siwtches to chase the Player if in sight. However, it also pauses for a second, jumps up a bit, then it charges faster and if you jump over it, it changes the position to face the Player but slides a bit backwards due to the charge momentum.
Your Movement method is separate from the AI logic, you can use a NavMesh or just an A* Grid or in the video it uses no pathfinding. All of them work just fine.
Hi, I added the package to my project, but now I have a problem I don't know how to solve (I'm new to Unity): The type or namespace name 'LWRP' does not exist in the namespace 'UnityEngine.Experimental.Rendering' (are you missing an assembly reference?) [Assembly-CSharp]. Does anyone have a tip about what should I do?
Hello, thanks for tutorial! I wanted to ask an unrelated question. Do you think making mobile games as an indie dev would pay off? I'm in last year of graduation of my CS degree. I'm thinking of trying to pursue gamedev full-time.
Definitely give it a try, especially while you're still in school, but don't risk going at it full-time, do it as a side project along with a stable job. It's an extremely competitive industry and very difficult to make a living ruclips.net/video/Vlcop0uxFIQ/видео.html
@@CodeMonkeyUnity Thanks for taking time to reply. I have already watched that video cuz I'm already subbed. It had some nice tips. But working with a full time job would definately wear me out. I have plenty of time now, I'm at home due to current pandemic situation, I got no loans to pay and I have no urgent need for money. What I'm saying is that, I try gamedev till my graduation and see how it goes. And if it didn't go well I'll say goodbye to it and get a corporate job, but if it did go well (ik chances are very thin) then I consider it doing full-time. Also, where I live, cost of living is less. I could really use some guidance right now. Because I don't know any game dev in person. Thanks for reading.
@@CodeMonkeyUnity i`m still a noob though. having trouble with the EnemyPathfindingMovement part of the void awake function. console says the namespace can`t be found. my guess is i need another c sharp script, the EnemyPathfindingMovement script but i don`t know where to find it.
I've followed this up until the point where you run the first test, I have all of your project files but when I try to run the test with what i have so far I get an issue with Object reference not set to an instance of an object EnemyPathfindingMovement.SetTargetPosition and because of it my Enemy won't move at all, how do I fix? The error only appears on play.
@@CodeMonkeyUnity I eventually figured out it's tied to the fact I don't have the Aim System because I'm looking to make a Melee character, but it seems in order to use the Pathfinding, you need to use the aim system, which then involves me basically needing to use the entire project for the topdown shooter due to how everything is linked together?
@@estusmedia1887 The Pathfinding does not require any aim system at all, it just has a Grid and calculates a path, it has no concept of Units or Aim or anything, it's a completely independent system. Check out the Grid System videos and the Pathfinding one ruclips.net/p/PLzDRvYVwl53uhO8yhqxcyjDImRjO9W722
I've done both of those just having difficulties with this one now, I'll come back to it when I have a better understanding and experience and hopefully I'll be able to understand, appreciate all the great videos!
I'm not a big fan of inheritance so I normally use simple enum state machines. However in Battle Royale Tycoon each Building has its own logic in a separate class and then within that class I have the normal enum state machine. So I might look into making a video on how that works.
@@CodeMonkeyUnity Thank you again I thought as much but had no time to test it due to life up to what point in dev are we allowed to use your essentials incase of release. Nowhere near but goos to ask early thanks again for the wonderfull tutorials!
Everything shown here works exactly the same in 3D, all the functions even use Vector3's Go ahead and apply it to your own 3D meshes and everything will work.
How would I apply this state machine to a turn-based system with several enemy units? I would need to keep track of which unit is being controlled as well as have an indicator to not go to a new unit until done, but doesn't break reset the variables?
Each Unit would have their own state machine and then a general Turn System would handle who is active, I covered something like that here ruclips.net/video/0QU0yV0CYT4/видео.html
Thank you for this video! Do you have any suggestions on how to make the enemy avoid obstacles without using pathfinding? Perhaps by turning when encountering an obstacle, or something similar? That would be very helpful.
If you just want avoidance like keep away then just keep a reference to it and test the distance. But if you want avoidance in order to reach a target then thats the definition of Pathfinding so I'm not sure what you're exactly trying to do.
@@CodeMonkeyUnity Thank you for your reply. I should have been clearer: what I am referring to is a system for the enemy to chase the player or look for him without using A* pathfinding, but by linecasting around him and basically "feeling out" the environment. So for example, when he "feels" or "sees" an obstacle, he turns to go around it. Here is an example of that: twitter.com/i/status/1089989454704582656 I would love to see you implement something like this :)
Thank you! I have made it looking less frizzy on frames (if there are many obsticles and the path is updated often) by making a square each time im setting a new roaming path around the roaming enemy x+ -5 y+ -5 (which is 11*11 possible values) ,and then checking if there are other enemies or obsticles, then substracting these grids out the 11*11 list, then choosing random one from the clean list
Hello great tutorials u do big thanks they help Great. I bought some behavior designer and other but it was buggy and not as versatile as learning the basic that u offer us. One question about the patrolling state tho your map is very empty but how to deal with map with wall and obstacle where destination would be in the obstacle or even outside the map.
What do you mean by attack each other? Attack the closest? If so just go through a list of all units and find the closest. You need to define more detail on exactly what type of behaviour you're trying to create.
Code Monkey i was thinking of doing an simple AI that would attack at a certain range, and would follow the clossest AI... like hunting it down, if they get really close (almost touching the other AI) the bot would start attacking.
What do you mean "trigger the chasing together"? Each script instance is separate, if you have 3 enemies and one starts chasing the player it won't affect the others, if the others are far from the player they will stay in their patrol state.
What is the best way to do this with ECS? I was thinking about adding components or deleting them when they should do other tasks. But how is the Performance for that?
Yeah I guess either adding/removing components or just a component with a State enum. Multiple components might be better since you can store state specific data. Adding/Removing components is extremely fast so unless you're changing state hundreds of times every frame it shouldn't be an issue.
Do you mean the float reachedPositionDistance? It's just a value based on the unit scale of your objects. In my case, my characters are about 6 units tall so I set the value accordingly. If your characters are only something like 1 unit tall then change the value.
@@CodeMonkeyUnity i dont know why but if i create a new object and add a nav mesh agent component both of them stop if i removed it the other one works fine??????? any suggestions ?
@@CodeMonkeyUnity A bunch of different ones. Just closed down the project and started working on something else. I downloaded the package files from your website, is there others i need to get somewhere?
@@Rejnols The project files contain all the code and assets but you still need to set up your project. If you see errors related to lights then you probably need to open the Package Manager and install the Universal RP
The animation system receives a callback function which gets called when the animation completes. So he goes into the ShootingTarget state and when the animation completes it runs that callback which resets the state.
The roaming code given in the first part of this video doesn't work. The EnemyPathfindingMovement script will always result in a NullReferenceException on the "pathVectorList = GridPathfinding.instance.GetPathRouteWithShortcuts(GetPosition(), targetPosition).pathVectorList;" line, even if the code is copied one to one from what you have in this video and even if the pathVectorList is made beforehand (As to not make it null). The error only happens in play mode but it prevents the whole roaming script from working properly.
I'm getting the same issue when it come to the EnemyPathfindingMovement. Visual Studios tells me that the namespace couldn't be found :( Any fix to this issue?
Use Debug.Log to find what is null unitycodemonkey.com/video.php?v=5irv30-bTJw Maybe you don't have the GridPathfinding set up, maybe your unit is off-grid, maybe theres no path to that point
@@CodeMonkeyUnity I did. I tested all three parts and the one that returned a NullReferenceException is the GridPathfinding.instance.GetPathRouteWithShortcuts(GetPosition(), targetPosition) part. But I have GridPathfinding setup. In fact I got it directly from the files given for this lesson on your website.
@@CodeMonkeyUnity Are you going to answer my comment? Either your code doesn't work, or you failed to include critical information in your own tutorial.
@@CodeMonkeyUnity Ok I have tried literally everything; your code does not work. I fixed my initial issue but now the object refuses to move even when using your exact code. The export on your website does not work; there's no scene and no way to test it. This entire tutorial is useless.
hey code monkey i love ur videos but i had an issue and it is that when i put "private EnemyPathfindingMovement pathfindingMovement;" in the console puts me "The type or namespace name 'EnemyPathfindingMovement' could not be found" do you think you can help me with that i appreciate it
@@CodeMonkeyUnity Good to know thank you! and i guess i did mean Grid vs mesh, sorry! i've only been working with unity for around 8 months and am still learning by day! I found a 2DNavMesh on Github that allows you to use unity's built in NavMeshAgent component directly and i've been using that for top down enemies, and i was just wondering if that's the most optimal way to implement it i guess!
HEY! i made a minion with switch statement and nav mesh agent. and first case is destroy turret and after destory base. BUT when turret is destoryed it says "The object of type 'GameObject' has been destroyed but you are still trying to access it.". help me fix it how can i say ? if turret is destroyed switch case..?
What are you trying to do? Destroying the game object should be the last thing you do, first handle everything you need to do related to destroying the tower and only after everything is done do you destroy the game object
You can implement the Pathfinding in any way you want. Your AI should not depend on a specific Pathfinding implementation, it should be completely separate. I covered Pathfinding here ruclips.net/video/alU04hvz6L4/видео.html
Add a simple timer, when you reach the position change the state to start counting the timer, when timer is done go back into the patrol state and back into the next position.
@@CodeMonkeyUnity Thanks for quick respons - But what kind of code do i need? It's a random position, so he dosen't reach it? Is it like when he walked beetween 1-5 -X or -Y pos, change pos?
Does the codemonkey.utils pack gets automatically downloaded when downloading the entire project file or we have to download it separately . And do we also need to install it ?
I normally include it in the project files so just by importing them into a new project and hitting play everything works. There's no need to "install", just import them into your Unity project which will copy all the source files.
nice! But not scalable you probably should implement the state pattern by having an interface abstraction and many concrete strategies so you just switch This allows for better scalability and allows States to include change trigger code inside of them Fun fact r* used this pattern in all their gtas They call them tasks and there's thousands of them Like Ped_Complex_EnterCar and Cop_Simple_Arrest As simple as this they made open world games with crazy big amount of tasks peds can can follow + they use some sort of queue to sequence their behaviour very useful in cutscenes
As always you must choose the approach that fits your design, this simple approach works great for simple scenarios, for something much more complex yes you should go with a more scalable approach.
Hey Brother, How if I used your script, to make a 2D Game Platformer, which means is like a metroidvania Games, which that games, moved horizontally, and vertically, basically? How is it? Your Script, is possible, to used in a 2D platformers? Please answer me..... Like I explained in that above my messages..... Please answer me Brother?.....
The only difference would be pathfinding since you'd need to make jump/drop links. For the movement it's all the same, you just use the AI to calculate the move direction and move the character, just like in a top down game ruclips.net/video/ptvK4Fp5vRY/видео.html
Sure, the AI logic is the same, you just need to use a different movement script and perhaps also add a raycast when targeting to make sure the target isn't blocked by elevation
That's how the learning process works, you learn how to build something then you build some more on top of it and so on. There's no magic involved in programming, all code needs to be written at some point.
@@CodeMonkeyUnity I understand that but when I have to be directed to another video before I’ve even finished the first one it just gets quite irritating But you’re content is still great! no doubt about that
@@Charlie-ei4wh Sadly the only other alternative would be to make every video 5 hours long to build every single system from scratch, that wouldn't really work. It does work in my courses though, in there I can start completely from scratch and go through the whole 20 hour course step by step.
Here's the basic Enemy AI I've used in several of my games, very easy to make and easily expandable to fit any game!
🎮 Play 7 Awesome Games (Action, Strategy, Management) and Help Support the Channel!
✅ Get the Game Bundle 67% off unitycodemonkey.com/gameBundle.php
I just have bought a Hyper Knights for fun :)
Does this work for 3D projects as well?
@@willkeith8699 Sure, everything is working with Vector3
Will this work with nav mesh agents attached?
Can you show tutorial for pathfindingMovement ?
This intro song has become iconic. Please don't change it even though you change the visuals. X) Keep up the good work!
hey, can you make a video about how to make updates/patches for a released game?
@Shoo897 she was little straight forward 😂
PLEASE BEAWARE for people confused at different codes from 5:53, there has been some slight tweaking in values, so practice with the project files given above.
I depressed myself for using 1f as reached position distance. if you are deleting the Enemy AI script and creating your own in the project files, see the Enemy AI script in the files first.
And thank you Code Monkey for showing me a new way to use A star.
You're absolutely owning it with these videos. These are really very helpful.
Just wanted to say, love your channel! :)
Thanks!
dude i've been searching non-stop for a tutorial ike this! thanks for the amazing tutorial!
This is cool! Such a clean and concise way to implement the state changes with an enum and then a switch case.
Hahah, I can't believe it. I always thought that State Machines was gonna be something complicated to learn. But State Machine is literally just switch cases of different enums. That's super straight forward.
Maybe it's just the name ."State Machine" sounded so intimidating.
Thanks for the clear and concise tutorial! And especially thanks for not murmuring and for writing correct and clean code to follow!
Hehe yup the name State Machine does sound intimidating, I had that exact thought when I first heard the term until I realized that's what I had been doing all along.
This is so true lol!
The version with abstract state is much more complicated (but powerful) :)
State Machine are just facy words for a simple thing that makes people feel smart 😂
@@ludicrouS_406 what else would you name it to describe it accurately lmao?
Why I like code monkey? Because he explain everything in a simple way. He deserves more subscribers. If you want to get more views, I recommend to change the thumbnail style.(just a suggestion)
I'm glad you found the videos helpful!
@@CodeMonkeyUnity why don't you make a racing game?
I haven't gotten deep into Ai in my game yet, and I was planning on making an entire fully blown State Machine class just to do wandering and movement. But this is exactly what I needed. And When I get around to it I will actually do what you did with the enums.
thanks for the quality content as usual. Gratz in advance for the 100k sub ! You deserve it and deserve much more
Thanks!
its so awesome he popup all previous tutorial that maybe you have question about at the start
I agree
Your channel has insane content ! keep on rockin'
Awesome Tutorial and enemy system
Would love to see a similar video for a friendly AI! A bot to help in singleplayer, when there's not a second player around
You should publish Code Monkey utilities as a free asset in the unity asset store.
Damn, I never thought of just having a static instance to use in another script. Avoids making spaghetti with dependencies, super clean!
Beautiful.
Thank you for this easy to follow and well explained tutorial on making a State Machine/FSM. Many other videos on this subject tend to get convoluted and "lost in the weeds" so to speak. I've used the Mecanim system as a FSM but I've found that to be a bit buggy (OnStateEnter and OnStateExit seems to not always work (probably my fault)) so I used your method and my VR zombies are acting and sounding like I want them to. I liked this video and I am subscribed. Thanks again!
Thanks! Glad you liked it!
And this time I was not disappointed.
Code Monkey, how did you learn to code like this? Is it because that you code so much and research by self-teaching yourself i.e. reading C# and unity API documents? Learning from others? How did you come up with this advanced yet simplified codes?
It's really all about experience, I've been writing code for 20 years so in all that time I've written some basic AI implementation dozens of times.
It really is just trial and error, start trying to do something, think of exactly what I need to accomplish my goal, and try to make it while constantly trying different approaches, reading the manuals and googling for answers.
So yeah, the more you do it the better you become.
Best of luck in your own journey!
@@CodeMonkeyUnity Thank you so much, Code Monkey! I appreciate this a lot! And your videos are sooo good!! Keep em coming! :D
Thanks for this awesome tutorials .
Really Helpful, as always :)
Where can I find "EnemyPathfindingMovement" you mentioned? You said you created it in another video, is it A*?
Yes it's A* ruclips.net/video/alU04hvz6L4/видео.html
@@CodeMonkeyUnity There is no EnemyPathfindingMovement, nor a GridPathfinding, I watched every Tutorial for this, it's a bit frustrating. :D
I imported now parts of your project and adapted it to my project, but I can't access namespace GridPathfinding,
in EnemyPathfinding it throws me a nullreferenceexception at line 97
"pathVectorList = GridPathfinding.instance.GetPathRouteWithShortcuts(GetPosition(), targetPosition).pathVectorList;"
But I have the GridPathfinding in my Project, can you help me?
I also did a Debug, the reference is just null, the folder for namespace GridPathfinding is in the same folder for me other AI stuff.
And in which tutorial you created all this stuff? Definitly not in A* :D
I have to add:
Reading all the other answers you give here seems like you don't really know the content of your own videos,
there is no EnemyPathfinding, no GridPathfinding.
@@II-wu3wz seams like the codes are in EnemyAI.unity pakage check it out
@@II-wu3wz I have the same error and I haven't found a solution :(
I don't know if I'm in time to help anyone out in this thread, but for people looking for those scripts in the future, they are in the subfolder TopDownShooter\Scripts in the EnemyAI unity package.
I think it's really good thing to show us your function (like getrandomdirection) . Sorry for my English if I did smth wrong
Thanks patrons
Thank you for this awesome video
You're the man. Bless
Thank you CoMo.
I saw this its great, thank you sooooooooooooooooooooooooooooooooooooooo much.
isn't returning a static instance of a player game dependant code ? what if I attach that script to multiple instances ?
Yes, if you have a design that involves the enemy targeting more than just the player you need to modify that.
Finally found someone useful
I'm glad you like what you see!
When I download the project I get the error LWRP does not exist in the namespace UnityEngine.Experimental.Rendering and The type of namescape name 'Light2D' could not be found
LWRP has been renamed into the Universal render pipeline, I covered that in the FAQ on the download page, you just need to change the using statement
Very informative, if youd like to expand upon it in the future, heres a suggestion: Do the New Mario Bros. Goomba behaviour. Basically whats new compared to the old ones is that besides patroling and falling off edges, it siwtches to chase the Player if in sight. However, it also pauses for a second, jumps up a bit, then it charges faster and if you jump over it, it changes the position to face the Player but slides a bit backwards due to the charge momentum.
Yeah doing some Platformer/SideScroller AI is definitely something I want to cover.
This is so informative, i wish you had an advanced AI tutorial as well
Great video. How do i setup so enemies if close to each other they should avoid on and other.
Great!
hi, nice video. Please make video about isometric tile map with ECS. thanks
Do you recommend navmeshes for things like this?
The problem I run into is adding complexity/randomness to a navmesh.
Your Movement method is separate from the AI logic, you can use a NavMesh or just an A* Grid or in the video it uses no pathfinding. All of them work just fine.
I downloaded the project files and put them in Unity, but it didnt work because there were so many errors. Fix?
What didn't work?
@@CodeMonkeyUnity I'm not really sure, but the enemy ai script had a lot of error messages
Hi, I added the package to my project, but now I have a problem I don't know how to solve (I'm new to Unity): The type or namespace name 'LWRP' does not exist in the namespace 'UnityEngine.Experimental.Rendering' (are you missing an assembly reference?) [Assembly-CSharp]. Does anyone have a tip about what should I do?
The Lightweight Render Pipeline has been since renamed into the Universal render pipeline, now it's under UnityEngine.Rendering.Universal;
Just need this in 3d
The AI doesn't care what type of perspective you use ruclips.net/video/3zxTigjJr24/видео.html
Thanks
Wonder if it could be modified to my turn based game. Each move is limited to a certain range.
Hello, thanks for tutorial! I wanted to ask an unrelated question. Do you think making mobile games as an indie dev would pay off? I'm in last year of graduation of my CS degree. I'm thinking of trying to pursue gamedev full-time.
Definitely give it a try, especially while you're still in school, but don't risk going at it full-time, do it as a side project along with a stable job.
It's an extremely competitive industry and very difficult to make a living ruclips.net/video/Vlcop0uxFIQ/видео.html
@@CodeMonkeyUnity Thanks for taking time to reply. I have already watched that video cuz I'm already subbed. It had some nice tips. But working with a full time job would definately wear me out. I have plenty of time now, I'm at home due to current pandemic situation, I got no loans to pay and I have no urgent need for money.
What I'm saying is that, I try gamedev till my graduation and see how it goes. And if it didn't go well I'll say goodbye to it and get a corporate job, but if it did go well (ik chances are very thin) then I consider it doing full-time. Also, where I live, cost of living is less.
I could really use some guidance right now. Because I don't know any game dev in person. Thanks for reading.
Is there a playlist encompassing all of the tutorials in order
Most of the tutorials are standalone, so just browse my video list and look for the topics that interest you
thank you hope its will work
alright, alright, you`ve got my subscription.
Glad you like what you see!
@@CodeMonkeyUnity i`m still a noob though. having trouble with the EnemyPathfindingMovement part of the void awake function. console says the namespace can`t be found. my guess is i need another c sharp script, the EnemyPathfindingMovement script but i don`t know where to find it.
@@CodeMonkeyUnity nevermind, solved! :D
I've followed this up until the point where you run the first test, I have all of your project files but when I try to run the test with what i have so far I get an issue with Object reference not set to an instance of an object EnemyPathfindingMovement.SetTargetPosition and because of it my Enemy won't move at all, how do I fix? The error only appears on play.
You have something set to null, add a Debug.Log to figure out what it is
@@CodeMonkeyUnity I eventually figured out it's tied to the fact I don't have the Aim System because I'm looking to make a Melee character, but it seems in order to use the Pathfinding, you need to use the aim system, which then involves me basically needing to use the entire project for the topdown shooter due to how everything is linked together?
@@estusmedia1887 The Pathfinding does not require any aim system at all, it just has a Grid and calculates a path, it has no concept of Units or Aim or anything, it's a completely independent system. Check out the Grid System videos and the Pathfinding one ruclips.net/p/PLzDRvYVwl53uhO8yhqxcyjDImRjO9W722
I've done both of those just having difficulties with this one now, I'll come back to it when I have a better understanding and experience and hopefully I'll be able to understand, appreciate all the great videos!
Is the path finding script required for this to work?
Could you do a tutorial about State Machines without enum? Using different classes for each state
I'm not a big fan of inheritance so I normally use simple enum state machines.
However in Battle Royale Tycoon each Building has its own logic in a separate class and then within that class I have the normal enum state machine. So I might look into making a video on how that works.
Can this logic be Used for 3d games :D? thanks for the great tutorials as always your essentials have helped me make stuff so much faster.
Of course it can. U even can copy this code in 3D game and it may work even without additional code
Sure, the logic for handling the various states has no 2D or 3D dependency.
@@CodeMonkeyUnity Thank you again I thought as much but had no time to test it due to life up to what point in dev are we allowed to use your essentials incase of release. Nowhere near but goos to ask early thanks again for the wonderfull tutorials!
thank you for the tag "unity 3d" when its not for 3d
Everything shown here works exactly the same in 3D, all the functions even use Vector3's
Go ahead and apply it to your own 3D meshes and everything will work.
How would I apply this state machine to a turn-based system with several enemy units? I would need to keep track of which unit is being controlled as well as have an indicator to not go to a new unit until done, but doesn't break reset the variables?
Each Unit would have their own state machine and then a general Turn System would handle who is active, I covered something like that here ruclips.net/video/0QU0yV0CYT4/видео.html
Thank you for this video! Do you have any suggestions on how to make the enemy avoid obstacles without using pathfinding? Perhaps by turning when encountering an obstacle, or something similar? That would be very helpful.
If you just want avoidance like keep away then just keep a reference to it and test the distance.
But if you want avoidance in order to reach a target then thats the definition of Pathfinding so I'm not sure what you're exactly trying to do.
@@CodeMonkeyUnity Thank you for your reply. I should have been clearer: what I am referring to is a system for the enemy to chase the player or look for him without using A* pathfinding, but by linecasting around him and basically "feeling out" the environment. So for example, when he "feels" or "sees" an obstacle, he turns to go around it. Here is an example of that: twitter.com/i/status/1089989454704582656
I would love to see you implement something like this :)
Thank you! I have made it looking less frizzy on frames (if there are many obsticles and the path is updated often) by making a square each time im setting a new roaming path around the roaming enemy x+ -5 y+ -5 (which is 11*11 possible values) ,and then checking if there are other enemies or obsticles, then substracting these grids out the 11*11 list, then choosing random one from the clean list
How can I get EnemyPathfindingMovement to be recognized by Unity? Do I have to follow the A* Pathfinding tutorial before I follow this tutorial?
Yes, or use any other pathfinding system you want
Thanks!
Hello great tutorials u do big thanks they help Great. I bought some behavior designer and other but it was buggy and not as versatile as learning the basic that u offer us. One question about the patrolling state tho your map is very empty but how to deal with map with wall and obstacle where destination would be in the obstacle or even outside the map.
Add some pathfinding ruclips.net/video/alU04hvz6L4/видео.html
Thanks code monkey!
how do i make bots attack each other?
like in an chaotic battle royalle
What do you mean by attack each other? Attack the closest? If so just go through a list of all units and find the closest.
You need to define more detail on exactly what type of behaviour you're trying to create.
Code Monkey i was thinking of doing an simple AI that would attack at a certain range, and would follow the clossest AI... like hunting it down, if they get really close (almost touching the other AI) the bot would start attacking.
Can you use the same script applied to different enemies that don't trigger the chasing together?
What do you mean "trigger the chasing together"? Each script instance is separate, if you have 3 enemies and one starts chasing the player it won't affect the others, if the others are far from the player they will stay in their patrol state.
Can you compare a vector whit a regular number?
No, a Vector3 is composed of XYZ which are 3 numbers. You can't compare 3 numbers to one.
What are you trying to do?
@@CodeMonkeyUnity i'm trying to check if the position betwen a enemy and a checkpoint is less then 0.5
Then you want to use Vector3.Distance(); to get the distance between two points
Or vector3.magnitude to get the size of a vector
@@CodeMonkeyUnity ty
I would like to make 2 ai attack each other. Is there a way to detect only the closest enemy so I don't have to run a large for loop for each unit?
If your enemies have Colliders you can use Pysics2D.OverlapCircle(); to locate all colliders near a certain position
What is the best way to do this with ECS? I was thinking about adding components or deleting them when they should do other tasks. But how is the Performance for that?
Yeah I guess either adding/removing components or just a component with a State enum. Multiple components might be better since you can store state specific data.
Adding/Removing components is extremely fast so unless you're changing state hundreds of times every frame it shouldn't be an issue.
Hey! You are not using ShootingTarget state. All shooting locates in ChaseTarget state.
Yes, that state is meant to be a dummy state while the animation plays.
Hey, I hope this is not stupid question but where is the video where you do the EnemyPathFindingMovement? I can't find it.
Here ruclips.net/video/alU04hvz6L4/видео.html
@@CodeMonkeyUnity thank you very much.
How to make AI help player kill enemy?
I'm just wondering but could this work in a 3D space? By Space I mean Space like a flying sim?
Sure, the logic is based on Vectors, it doesn't care if those vectors have a y of 0 or not
I'm still lost, how does the float work as a measure of distance?
Do you mean the float reachedPositionDistance? It's just a value based on the unit scale of your objects.
In my case, my characters are about 6 units tall so I set the value accordingly. If your characters are only something like 1 unit tall then change the value.
Your EnemypathfindingMovement script please?
Here ruclips.net/video/alU04hvz6L4/видео.html
@@CodeMonkeyUnity i downloaded it but i can only find scripts called pathfinding, no enemypathfinding
does this work for multiple agents ???
Sure, each agent can have its own AI
@@CodeMonkeyUnity i dont know why but if i create a new object and add a nav mesh agent component both of them stop if i removed it the other one works fine??????? any suggestions ?
When i open the project in Unity i get a bunch of compile errors. Any idea why?
What compile errors? You're probably missing some packages
@@CodeMonkeyUnity A bunch of different ones. Just closed down the project and started working on something else. I downloaded the package files from your website, is there others i need to get somewhere?
@@Rejnols The project files contain all the code and assets but you still need to set up your project. If you see errors related to lights then you probably need to open the Package Manager and install the Universal RP
i miss how returning from shooting state works. I mean i see current code, but cant understand the mechanism
The animation system receives a callback function which gets called when the animation completes.
So he goes into the ShootingTarget state and when the animation completes it runs that callback which resets the state.
The roaming code given in the first part of this video doesn't work. The EnemyPathfindingMovement script will always result in a NullReferenceException on the "pathVectorList = GridPathfinding.instance.GetPathRouteWithShortcuts(GetPosition(), targetPosition).pathVectorList;" line, even if the code is copied one to one from what you have in this video and even if the pathVectorList is made beforehand (As to not make it null). The error only happens in play mode but it prevents the whole roaming script from working properly.
I'm getting the same issue when it come to the EnemyPathfindingMovement. Visual Studios tells me that the namespace couldn't be found :( Any fix to this issue?
Use Debug.Log to find what is null unitycodemonkey.com/video.php?v=5irv30-bTJw
Maybe you don't have the GridPathfinding set up, maybe your unit is off-grid, maybe theres no path to that point
@@CodeMonkeyUnity I did. I tested all three parts and the one that returned a NullReferenceException is the GridPathfinding.instance.GetPathRouteWithShortcuts(GetPosition(), targetPosition) part. But I have GridPathfinding setup. In fact I got it directly from the files given for this lesson on your website.
@@CodeMonkeyUnity Are you going to answer my comment? Either your code doesn't work, or you failed to include critical information in your own tutorial.
@@CodeMonkeyUnity Ok I have tried literally everything; your code does not work. I fixed my initial issue but now the object refuses to move even when using your exact code. The export on your website does not work; there's no scene and no way to test it. This entire tutorial is useless.
Hello, where I can look "previos video" with pathfinding system?
It's here ruclips.net/video/alU04hvz6L4/видео.html
@@CodeMonkeyUnity I was just about to ask the same, thanks for still answering questions even though the video is a bit "old". Cheers :)
hey code monkey i love ur videos but i had an issue and it is that when i put "private EnemyPathfindingMovement pathfindingMovement;" in the console puts me "The type or namespace name 'EnemyPathfindingMovement' could not be found" do you think you can help me with that i appreciate it
You dont have any class in your project named EnemyPathfindingMovement
Does it work for 3d games or in 3d projects?
Sure, there's nothing here limited to any perspective ruclips.net/video/3zxTigjJr24/видео.html
If I make commercial game someday, can I use code samples or utility codes in Code Monkey?
Yup! Feel free to use anything you learn from these videos
Invalid Video ID on Project files link. Did you switch the location?
Seems I put the wrong link, here it is: unitycodemonkey.com/video.php?v=db0KWYaWfeM
Thanks!
So one thing i was wondering, is it better to use A* for path finding or a 2d NaveMesh?
A* is the algorithm, NavMesh uses A* to calculate the path. Do you mean Grid vs NavMesh? That depends on the structure of your levels
@@CodeMonkeyUnity Good to know thank you! and i guess i did mean Grid vs mesh, sorry! i've only been working with unity for around 8 months and am still learning by day! I found a 2DNavMesh on Github that allows you to use unity's built in NavMeshAgent component directly and i've been using that for top down enemies, and i was just wondering if that's the most optimal way to implement it i guess!
HEY! i made a minion with switch statement and nav mesh agent.
and first case is destroy turret
and after destory base. BUT when turret is destoryed it says "The object of type 'GameObject' has been destroyed but you are still trying to access it.". help me fix it
how can i say ? if turret is destroyed switch case..?
What are you trying to do? Destroying the game object should be the last thing you do, first handle everything you need to do related to destroying the tower and only after everything is done do you destroy the game object
@@CodeMonkeyUnity i fixed it tnx! it was just basic syntax error... :)! but thank you!
Im confused, Where is the enemyPathfinding script that you made in a previous video? this is the most confusing part of the entire video
You can implement the Pathfinding in any way you want. Your AI should not depend on a specific Pathfinding implementation, it should be completely separate.
I covered Pathfinding here ruclips.net/video/alU04hvz6L4/видео.html
Hi I was just wondering if u could use the same code In a 3D game. Of course with the changes of the vector positions
Sure, there's nothing here that is unique to 2D, everything already works with Vector3s ruclips.net/video/3zxTigjJr24/видео.html
I would like to make a metal gear game, do you think this can be of use to me for that?
Sure, all AI is just expanding upon this same concept.
can you make a battle royale
In a 2d top down game, how do i make my AI walk random between 1-5 sec and then stop for 1-3 sec, and then walk again? :)
Add a simple timer, when you reach the position change the state to start counting the timer, when timer is done go back into the patrol state and back into the next position.
@@CodeMonkeyUnity Thanks for quick respons - But what kind of code do i need? It's a random position, so he dosen't reach it?
Is it like when he walked beetween 1-5 -X or -Y pos, change pos?
when i download the thing I needed to download it says i need to an associate an app with it, a little help?
You mean the .unitypackage file? Just open Unity and drag the file onto the Project window
Code Monkey yes I mean that, thank you!
Code Monkey and also can you make a Pastebin of the pathfinding script we need to do this and send the link of it to me?
Can I use machine learning for AIs?
Sure! ruclips.net/video/zPFU30tbyKs/видео.html
Does the codemonkey.utils pack gets automatically downloaded when downloading the entire project file or we have to download it separately . And do we also need to install it ?
I normally include it in the project files so just by importing them into a new project and hitting play everything works.
There's no need to "install", just import them into your Unity project which will copy all the source files.
Thank You So Much!!
Can you use this method for 3d enemies?
Sure, the AI doesn't care how the camera is set up or if the visual is a mesh or a sprite
Where can I find the Enemy pathfinding movement script?
I covered pathfinding here ruclips.net/video/alU04hvz6L4/видео.html
@@CodeMonkeyUnity No you didn't. That video has nothing called EnemyPathfinding in it. Don't say something is in a video that isn't actually there.
Hey Code Monkey Where is Your Path Finding video ink please provide it
Here ruclips.net/video/alU04hvz6L4/видео.html
This isn't actually AI though is it? Just clever code..I am new to this so need to clarify
Clever code is AI. Are you thinking of Machine Learning? That is a type of AI.
nice! But not scalable you probably should implement the state pattern by having an interface abstraction and many concrete strategies so you just switch
This allows for better scalability and allows States to include change trigger code inside of them
Fun fact r* used this pattern in all their gtas
They call them tasks and there's thousands of them
Like Ped_Complex_EnterCar and Cop_Simple_Arrest
As simple as this they made open world games with crazy big amount of tasks peds can can follow + they use some sort of queue to sequence their behaviour very useful in cutscenes
As always you must choose the approach that fits your design, this simple approach works great for simple scenarios, for something much more complex yes you should go with a more scalable approach.
What's the difference between public and private?
Public can be accessed from anywhere, private only from inside that class ruclips.net/video/pD27YuJG3L8/видео.html
Is this working for 3d games?
Sure, everything is set up to use Vector3's
Hey Brother, How if I used your script, to make a 2D Game Platformer, which means is like a metroidvania Games, which that games, moved horizontally, and vertically, basically? How is it? Your Script, is possible, to used in a 2D platformers? Please answer me..... Like I explained in that above my messages..... Please answer me Brother?.....
The only difference would be pathfinding since you'd need to make jump/drop links.
For the movement it's all the same, you just use the AI to calculate the move direction and move the character, just like in a top down game ruclips.net/video/ptvK4Fp5vRY/видео.html
Would this work for 3d games?
Sure, the AI logic is the same, you just need to use a different movement script and perhaps also add a raycast when targeting to make sure the target isn't blocked by elevation
"get the utils" "go to the previous video to write the code".......
That's how the learning process works, you learn how to build something then you build some more on top of it and so on. There's no magic involved in programming, all code needs to be written at some point.
@@CodeMonkeyUnity I understand that but when I have to be directed to another video before I’ve even finished the first one it just gets quite irritating
But you’re content is still great! no doubt about that
@@Charlie-ei4wh Sadly the only other alternative would be to make every video 5 hours long to build every single system from scratch, that wouldn't really work.
It does work in my courses though, in there I can start completely from scratch and go through the whole 20 hour course step by step.