New AI Navigation in Unity

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  • Опубликовано: 3 ноя 2024

Комментарии • 285

  • @CraveMayhem
    @CraveMayhem Год назад +52

    You are a legend. I have not used unity in 2 years and I'm trying to make a new game for the first time since then and it was driving me nuts trying to set up nav mesh and all of the guides even on unity's official website were not telling me where to find it. Thank you so much!

  • @pookizzz
    @pookizzz Год назад +25

    Thanks for your help!! Super useful because many older tutorials are outdated with AI and Nav Meshes features

  • @lune-3214
    @lune-3214 День назад

    glad this method still works. It's always annoying when you wanna do something the way you remember and then you get hit with a "X and Y is now deprecated, you must use this now"

  • @Username5278234
    @Username5278234 8 месяцев назад +1

    Watching old tutorials where the navigation window has the bake option instead of the component of an object. Really didn't want to use obsolete packages to learn 3D, but I couldn't figure it out. Thank you for this video!

  • @tKaya
    @tKaya 11 месяцев назад +3

    Thank you for the information. I was looking for this with the new update and noticed it here. Even though I don't fully understand it yet, I can learn by working on it a little. Thanks again!

  • @kevinnss1
    @kevinnss1 Год назад +3

    Thanks for the video! since lasts update, me as a new user only find oldest videos who makes me so confuse. Great Job!

  • @dogukanberkkaya696
    @dogukanberkkaya696 5 месяцев назад +1

    Clean and cut to the point explanation with everything i needed to know. Very easy to understand video. Thanks a lot

  • @AetherXIV
    @AetherXIV Год назад +2

    thank you! showing off these features saved me a lot of time

  • @mikamuestudios
    @mikamuestudios 8 месяцев назад +1

    I spent waaay more time than I'd like to admit trying to figure out how to exclude my player and enemies from the navmesh bake. Thanks. :)

  • @LinhHe
    @LinhHe 5 месяцев назад

    I found an old version of the class on the official unity website, but that was very confusing. This video helps me better understand and use the new navigation system, thank you very much.

  • @archmagesalamar1377
    @archmagesalamar1377 Год назад +2

    Thanks, very helpful! The new navmeshsurface looks a lot more powerful than the original implementation of navmesh.

  • @tomazznidarko8700
    @tomazznidarko8700 Год назад +1

    Thank you for this tutorial Mr. Jepson. I'm using Unity 2022.3.8f1 at the moment and learning through your project Zombie Tower Defence.

  • @The-Filter
    @The-Filter 6 месяцев назад +1

    Thank you! You have a very straight forward way to teach things! Love that! I hope you don't stop! Subscribed!

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  6 месяцев назад +2

      Thanks. I am also creating videos for the Unity RUclips channel. I recently completed three for using the profiler tools in Unity. I will also be adding more videos here on this channel too.

  • @prosealien
    @prosealien 3 месяца назад

    This is very good and well explained I had no idea on the new separate AI nav mesh & range of options thanks. Its easier than I thought less to do. I find I get by with nav mesh obstacle component with carve to make enemy avoid areas.

  • @tag5t151
    @tag5t151 Год назад +1

    OMG THANK YOU FOR SAYING TO INSTALL IT!! NO OTHER TUTORIAL DID THIS!!! THANK YOU SO MUCH!

  • @IPete2
    @IPete2 Год назад +5

    A brilliant tutorial and well needed thanks !

  • @MANBOY505
    @MANBOY505 18 дней назад

    Thank you, so much useful information in such a short video!

  • @suspecm6316
    @suspecm6316 5 месяцев назад +1

    Really good and to the point tutorial so the rest of this comment is more so critisizeing Unity. I'm so glad that after years of whining they listened and decided to make the AI navmesh workflow worse while doing literally nothing else so far (with the one exception being that you aren't required to have the component by default).

  • @SirCuddlesWorth
    @SirCuddlesWorth Год назад +10

    Hmm, there is no AI Navigation package in the Unity Registry for me.

    • @SuperMillwall
      @SuperMillwall 8 месяцев назад

      Literally the first thing he says in the video you need to install the “AI Navigation”
      To do this, click on…
      - Window
      - Package Manager
      Make sure you select “Packages: Unity Registry”
      Then type in “AI Navigation”
      Install it.

    • @KidsH1
      @KidsH1 Месяц назад

      wrong place then

  • @bitsie_studio
    @bitsie_studio Год назад +1

    For the life of me I could not figure out how to set up the new Area regions feature since it changed in the new update. Thanks!

  • @aldigangster123
    @aldigangster123 4 месяца назад

    Thank you! This helped a lot! Was confused after the update.

  • @ameleustv3093
    @ameleustv3093 Месяц назад

    Thank you so much, you are a fast and educational person.

  • @sajibislam337
    @sajibislam337 Год назад +1

    Thanks for tutorial on newer version of NavMesh

  • @LumpAbundance
    @LumpAbundance Год назад

    Thank you so much. I watched a few tutorials on how to use it, but never how to get it.

  • @tanawatmunmueang7924
    @tanawatmunmueang7924 10 месяцев назад

    I'm new to Unity and I am glad I found this video, very helpful and informative, thank you! (You got yourself a new subscriber 😉😉)

  • @spickleton8227
    @spickleton8227 9 месяцев назад

    thank you so much this video has saved me from a week of trying to figure this out

  • @RindGame
    @RindGame 6 месяцев назад

    The new AI navigation system look quite simple and useful! Thank U.

  • @WorstDeveloper
    @WorstDeveloper Год назад

    Awesome! This is exactly what I needed. I'm gonna save this video for whenever I need it again.

  • @IndieSurgeGamesYT
    @IndieSurgeGamesYT Год назад

    Was looking everywhere in the windows to find 'Navigation' and could not find it. I'm used to it being there by default. Thank you.

  • @locmegabot7424
    @locmegabot7424 2 месяца назад

    Thank you for the information!!!. Your tutorial helped me a lot

  • @athithyaparamesh8251
    @athithyaparamesh8251 Год назад +1

    Thank you so much. That was a clear explanation!

  • @l.halawani
    @l.halawani 6 месяцев назад

    Congrats 1k subs! Had the pleasure to be the thousandth. .

  • @GlitchVR
    @GlitchVR 7 месяцев назад

    Thank you very much!

  • @Novica89
    @Novica89 6 месяцев назад

    Great explanation ! What I'm wondering and what I've noticed is that NavMesh Surface, when baking, weirdly "raises" the height of the walkable surface for some objects in the scene (like a sphere which I added to represent an enemy my player walks towards). What happens is that my player goes to the enemy sphere and then "climbs on top" of it's head

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  5 месяцев назад +1

      This is the step height of the nav mesh agent. Try lowering that and it fixes the navmesh covering items that are low to the ground

  • @nguyenminhhieu9889
    @nguyenminhhieu9889 Год назад

    Thank you so much. Your explanation is very clear and very helpful!

  • @konstantsinmazanik9649
    @konstantsinmazanik9649 Год назад

    Window - Package Manager - in the left up corner select Packages: Unity Registry

  • @MrOngtrum1
    @MrOngtrum1 4 месяца назад +1

    this is Teacher Pete Jepson, he is best Teacher !!!!!
    his voice very familiar !!!

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  4 месяца назад +1

      Thanks for watching my content, glad you enjoy it. I am also making videos for the Unity RUclips channel as well and we have recently released an ebook on Unity animation. If you want the links to these I can post them here, just let me know.

    • @MrOngtrum1
      @MrOngtrum1 4 месяца назад +1

      @@CreativeMediaTutorials
      i know Teacher Pete Jepson when i buy course make game horror survival in Unity
      and i know this link, ebook on Unity Animation
      i wish Teacher make course about game Moba,look like as game league of leagend

  • @lightoflifegames7227
    @lightoflifegames7227 3 месяца назад +1

    thanks! I don't know how to make agents not run/push into each other

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  3 месяца назад

      Agents with a priority that matches, eg. 50 will all push each other. Set the priority to about 1 or 2 and no other agent can push them. But if they all are set to 1 or 2 they will once again push each other as they have the same priority.

  • @Leito4Gaming
    @Leito4Gaming Год назад

    Awesome video! Thank you!

  • @RetroShineGaming
    @RetroShineGaming 17 дней назад

    thanks for your help!

  • @moddyp4989
    @moddyp4989 Год назад +2

    when i click on window and ai it shows navigation and navigation obsolete but when i click navigation it only shows agent and areas and the obsolete one shows agent areas bake and object pls help

  • @lemetamax
    @lemetamax 8 месяцев назад +1

    Very nice video man!
    Any ideas on how to prevent the agents from clustering together and walking all over each other?

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  7 месяцев назад

      The navmesh agents have an avoidance that should prevent them from walking into each other. By default this is set to 50 for all agents. I sometimes make this a random amount using script, so that some agents can barrel through others, moving them out of the way to add extra interest.

    • @lemetamax
      @lemetamax 7 месяцев назад

      @@CreativeMediaTutorials But this system isn't using a nav mesh agent. Navmesh agents are not supported by DOTS at all. I want a way to achieve dynamic avoidance without using a hybrid approach. Basically, the entities won't overlap each other when traversing through a location.

  • @mustafapeksen2608
    @mustafapeksen2608 Год назад +1

    Thank you dude for this video

  • @TastyPatrick
    @TastyPatrick 6 месяцев назад

    Thanks for this update!!

  • @ericfreitasavelino199
    @ericfreitasavelino199 2 месяца назад

    thank you man, this really helped me

  • @a3dadventure79
    @a3dadventure79 9 месяцев назад

    thx for your hard work man! v appreciated

  • @jessyjdirado
    @jessyjdirado Год назад +1

    This is by far the best tutorial I have seen thus far on the recent NavMesh system changes. I am having some different outcomes when it comes to the characters and the baking process. I don't seem to have them cut into the NavMesh like yours do. Also, and I'm assuming this is the same issue as the previous issue, my Modifier doesn't cut out any NavMesh either. Do you know what's going on? (Yes, I am an amateur)

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  Год назад +2

      Thanks, glad it helps. Which version of Unity are you using? Check to make sure that all objects are touching the ground. If there are above the ground they won't be cut out of the navmesh. I am planning on making a more complex tutorial for the new AI navigation system so I'll double check these issues when I do that and post here on my channel

    • @jessyjdirado
      @jessyjdirado Год назад +2

      ​ @CreativeMediaTutorials Thanks for reaching out so quickly. I am using version 2022.3.5f1. However I know for a fact they are touching it and so is the Modifier but I will try lowering them into the ground a little. I thought maybe one of the options need to be changed in order for the baking to look for the capsule but my "walls" are working as intended.
      Edit: it is working now, I failed to select the correct agent type on the NavMeshSurface. My mistake!

  • @melomancheto2761
    @melomancheto2761 Год назад

    This is awesome. I guess there is a way to control this programmatically? Can we Bake the scene for each type of agents we have during the loading screen or something like that?

  • @Arquivo_Tech
    @Arquivo_Tech 10 месяцев назад

    Thank you, very helpful video

  • @citycritteradventures7427
    @citycritteradventures7427 9 месяцев назад

    V helpful and clear. Thank

  • @odinmaster6677
    @odinmaster6677 11 месяцев назад

    this is a very good tutorial thanks

  • @spidevenom6966
    @spidevenom6966 9 месяцев назад

    Excellent Teaching

  • @LorenzoRinato
    @LorenzoRinato 5 месяцев назад +1

    Hi, I'm creating a game on Unity and I'm having problems with AI navigation. I have to do a chase between a bot with a target enemy and a prefab with a target player or the one who plays and I'm trying to use navigation to optimize everything but I can't do it. Can you help me??

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  3 месяца назад

      I cover more advanced AI navigation in my Horror Survival course on Udemy.

  • @joshuadrewlow
    @joshuadrewlow Год назад

    Very helpful thanks!

  • @marztecheque
    @marztecheque Год назад

    thank you Pete - I'm using your course on udemy for environment along James Doyle's FPS in Unity for my game - all the typical tutorials on enemy NPC of course relate to deprecated nav system.
    Big up - thanks for this what a life saver - please expand to show how "drop" and "jump" come into play - so I guess it's safe to say Rigidbody not good for enemy NPC? It fights the Nav system? I notice your Enemy Controller here is strictly capsule collider thanks!

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  Год назад

      Hi, Thanks for taking my courses on Udemy. In the package manager for the AI Navigation, you will see the tab called Samples. If you download that it will include some sample scenes, one of which shows you how to setup drops and jumps.
      I think it might be a good idea to get into that so when I get a bit of time I will create another video for that. Thanks for the suggestion.

  • @odo432
    @odo432 Год назад +1

    I'm a little confused. Apart from a few minor changes, it's almost exactly the same as the old AI Navigation. What exactly has improved so much that they decided to make it a package instead of updating the built-in one?

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  Год назад

      It's only a minor change, however, now multiple navmeshes can be created in a scene instead of just one, so you can have multiple agents of different size taking different paths

    • @PG13park
      @PG13park Год назад

      Is it better than A* Pathfinding now?

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  Год назад

      @@PG13park It's roughly the same as it was before, only now you can have multiple navmeshes in the same scene that target different AI agents

    • @odo432
      @odo432 Год назад

      @@PG13park No. If all you want is a simple pathfinding asset then Unity's is more than capable of providing that for you and saving you $100. But if you want more complex pathfinding that has a lot more features and capabilities then you'll still need something like A* Pathfinding or similar alternatives.

    • @marztecheque
      @marztecheque Год назад

      c'mon, having to select your "ground" etc and make them Navigation static - was just TOO MUCH

  • @pimpermax5176
    @pimpermax5176 5 месяцев назад

    amazing video!! sir a beast

  • @CreativeNommonsCommonsLemmons
    @CreativeNommonsCommonsLemmons 6 месяцев назад +1

    i cant see "AI" in the gameobject tab, at the bottom i just see UI.

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  6 месяцев назад +1

      Ensure you have the AI package installed from the package manager or it won't show up

  • @Xalkomak347
    @Xalkomak347 Год назад +1

    Thank you for this tutorial. Could you do one for random navigation too?

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  Год назад +1

      You're welcome. I cover random navigation for AI characters in my horror course on Udemy:
      www.udemy.com/course/make-a-horror-survival-game-in-unity/
      It is often on sale for just $9.99

    • @Xalkomak347
      @Xalkomak347 Год назад +1

      @@CreativeMediaTutorials Pete Jepson, is that you?! I already am enrolled in your horror course.

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  Год назад +1

      @@Xalkomak347 That's great. The system for randomisation is exactly the same with the newer AI system as it was with the older AI system, so the code in the horror course will work exactly the same, however, now you can give each AI enemy, or zombie a different sized Nav agent if you want them to take different routes to the target points

  • @thenukdevendra1902
    @thenukdevendra1902 9 месяцев назад +1

    Anyone that has an issue with their AI maybe like not walking constantly, and just randomly pausing. I was making the AI follow the player using the "SetDestination" method, and that's how I did it before, but now it just stuffs it up, gotta use "Destination" and straight up set it like that.

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  5 месяцев назад

      This is the most basic setup I use in this video, but it can be customized to make it much more realistic, even including some fuzzy logic so the character starts to think for itself. I cover this in my horror survival game course.

  • @beshkekart3909
    @beshkekart3909 Год назад +1

    Amazing Thank you !!!

  • @asdfghjkl123asd
    @asdfghjkl123asd 11 месяцев назад

    Recently I updated to a new Unity version and new AI Navigation package. That was a huge ****** mistake. Everything worked perfectly fine in the old version. But now I have a **** ton more problems than I had out of nowhere. I ******** hate it. What the **** is wrong with them.

  • @djinzagho7430
    @djinzagho7430 9 месяцев назад

    Thanks ! Very helpfull

  • @minecraftslides4141
    @minecraftslides4141 Год назад

    Problem: I did your tutorial and it worked but when I wanted to create a game over screen it wont get collision detected when I do it right I need help please!

  • @skie1978
    @skie1978 Год назад +1

    The NavMesh surface bake does not seems to recognize painted trees as obstacle?

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  Год назад +1

      That's right, this might be something that will be fixed in newer updates. For now you can still use Navigation (obsolete), which is the older version of the AI navmesh to bake a navmesh just for the terrain. This will carve holes for trees. Then when baking a a navmesh for other objects, switch off the terrain and it will bake a navmesh for all other objects. You can now have multiple navmeshes in one scene

    • @Eculeus007
      @Eculeus007 Год назад

      Your trees needs the component NavMeshObstacle, Carve on, for cutting the surface.

  • @learngenius918
    @learngenius918 10 месяцев назад

    thx, very helpful!!

  • @dfilitto
    @dfilitto Год назад

    Thanks. very helpful?

  • @ravitejarao-ez2ks
    @ravitejarao-ez2ks Год назад

    thanks a lot . very helpful

  • @shinjia5724
    @shinjia5724 8 месяцев назад

    You are the guys who guild the RPG Course in Udemy right?

  • @123dgriffin
    @123dgriffin 4 месяца назад

    Nice. Tried looking for this in a lot of places, including the Unity docs, but it all seemed outdated. How do you even figure this out?

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  4 месяца назад +1

      Hi,
      This is a new feature for the updated Unity AI system. I was getting a lot of questions from my learners on Udemy about using the newer AI system in Unity, so I decided to put together this video to help. Unity will be providing a lot of content dedicated to the new AI navigation system. If you check this link: unity.com/how-to You will find all the Unity ebooks and blog guides to help with many of Unity's features. Glad you enjoyed the video.

    • @123dgriffin
      @123dgriffin 4 месяца назад

      @@CreativeMediaTutorials Gotcha. You wouldn't happen to know how to make agents path around other agents by any chance would you? I tried adding obstacles to units, but that doesn't work out so well. Either way, appreciate your response and hope you have a good one.

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  4 месяца назад

      The NavMeshAgent automatically gets agents to avoid each other and move around each other. You can use the avoidance in the NavMeshAgent. It is set to 50 by default. The smaller the number the higher the priority. So an agent with 10 will make others move out of their way, but an agent with a priority of 1 will easily move another with 10 out of their way.

  • @ef3353
    @ef3353 Год назад

    Hi I find if i try to set destination every frame it doesnt work very well.
    Edit: Okay I figured out the problem I had multiple navmesh surfaces rather then only 1 which seemed to be the problem

  • @thesomberknight8469
    @thesomberknight8469 5 месяцев назад

    Bro thx soooooooo much your a legend

  • @ChrisBeYT
    @ChrisBeYT 11 месяцев назад

    THANK YOU
    coudnt find the navmesh anywhere

  • @husseinkanso3675
    @husseinkanso3675 7 месяцев назад

    Thanks for the video

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  6 месяцев назад

      Patrol and chase are part of my RPG courser and Horror survival course on Udemy. I go into a lot of detail how to make AAA style games using Unity from beginning to end.

  • @enivstudios6758
    @enivstudios6758 Год назад

    Hi , in your horror game course in udemy are you using unity new AI Navigation system or old one?

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  Год назад

      I am using the older Ai Navigation system in the Horror game course, but it is easy to upgrade to the newer AI navigation system

  • @playingwitharyan5818
    @playingwitharyan5818 7 месяцев назад

    you know if we would want it to follow us only when clicked/touch them, until then the enemy be neutral?

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  7 месяцев назад

      stop the agent in code using .isStopped = true; Then to get moving again .isStopped = false;

  • @rocknrm99
    @rocknrm99 Год назад

    Tysm 💗💗💗

  • @yetongggg
    @yetongggg Год назад

    Thank you so much! But I have a question...If I wish the enemy to follow the player only within a certain range, how would I do it? I tried if (Vector3.Distance(enemy.transform.position, player.position)

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  Год назад +3

      I would do it in a 2 step system. First store the value of the Vector3 distance in a float variable. Then do an if statement checking if the new distance variable is less than a certain distance, after which, inside that if statement set the destination to the player. Don't forget to also do an else afterwards which either stops the nav agent or sets an alternate destination, otherwise you won't notice a difference

  • @_Sterling
    @_Sterling Год назад

    Thank you so much!

  • @gajeelredfox7159
    @gajeelredfox7159 Год назад

    Hello great tutorial, I can not display the navmesh would you have an idea?

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  Год назад +1

      Have you baked a navmesh? It might be that a navmesh has not yet been created. You also can switch on the display of the navmesh using the overlay panel covered from 0.19 in the video. Make sure that the gizmos are switched on as well, that's the globe icon at the top right of the window, next to the little icon of the camera.

  • @gabrielgudino3220
    @gabrielgudino3220 Год назад

    Hi, does this video is inteded to cover whats in no. 52 of your Udemy course? thanks.

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  Год назад

      Hi, Which course? This covers the new AI navigation system that will be coming into effect in newer versions of Unity. For now you can still use the older obsolete AI navigation system as well, but it's worth learning the new system for the future.

  • @damonfedorick
    @damonfedorick Год назад

    can you do a video on 2D, it seems the navmeshmaster handles 2D okay. could use more information on the 2d version

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  Год назад

      Thanks for the suggestion, I'll consider it for a future video. I haven't used AI navigation in 2D, so it might be worth exploring.

  • @V0rtex66
    @V0rtex66 Год назад

    I have a question, why does my agent stand still and slowly turn around? I did everything the same as shown in the video

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  Год назад

      Is the agent standing on the blue navmesh? If they are not making contact with it they won't be able to move. Check the console for any red errors, that will tell you if there are any issues. Make sure the capsule for the enemy is not marked as static, otherwise it won't move

    • @V0rtex66
      @V0rtex66 Год назад

      @@CreativeMediaTutorials I checked, everything is ok. No errors occur, but it is still standing still and slowly turning around. But if I put "Agent.destination = Player.position;" in the start method, then the agent will go to the point where the player was at the beginning of the scene. Could this be related to Unity versions?

    • @V0rtex66
      @V0rtex66 Год назад +1

      @@CreativeMediaTutorials I figured out what my problem was. My player was outside the blue navmesh zone. Therefore, the agent could not reach him. Thank you for noticing me

  • @pena028
    @pena028 Год назад

    Thanks. I have a question. This package can rebake navmesh surface in runtime?

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  Год назад +1

      Yes you can use the newer AI navigation system to generate nav mesh surfaces at runtime, as objects move. I will try and put together a video for this at some point.

    • @pena028
      @pena028 Год назад

      There were such examples in the videos of a star pathfinding asset. For example, an object is broken into pieces or new objects are poured onto the surface, and agents determine a new route according to the dropped object. If the new ai navigation package can do that, great.@@CreativeMediaTutorials

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  Год назад

      @pena028 I have created a video showing you how to create a navmesh at runtime: ruclips.net/video/bELFjNNOfn0/видео.html

  • @LunarWanderer-zk4sj
    @LunarWanderer-zk4sj 4 месяца назад

    I tried on a plane but the blue surface doesn't show up. Should i use terrain?

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  4 месяца назад

      If you press the apostraphe key on your keyboard it will open the overlays menu. Switch on AI navigation and then on there check the show nav mesh checkbox to see the blue area. Also ensure that gizmos are switched on to see it.

  • @LucidWarlocks
    @LucidWarlocks Год назад

    When I click bake there is a navmesh being created but I can't see it like you do even with "Show NavMesh" activated. I have a 3D Plane as a ground object. Does Navmesh require something different? Like a cube as ground?

  • @thatonedudelive7260
    @thatonedudelive7260 10 месяцев назад

    Do I have to download an older version of unity to get this feature? I have the most up to date version.

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  8 месяцев назад +1

      This is the latest version of AI navigation. Older versions of Unity such as 2021 and before will use the older obsolete version of AI navigation

  • @andycrypto280
    @andycrypto280 Год назад

    how to add a cost to the navigation - eg for pedestrians that can cross roads, but will use crossing when available. In the old system I would add a higher cost to the road, and a lower one to the crossing. Cant see how to do it in this system... what am I missing? ta.

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  Год назад

      Hi, at 2.51 on the timeline, you'll see the agent settings. Just click on the tab for areas and you can set costs for different areas. This can be accessed from Window/AI/Navigation

  • @Tredok
    @Tredok Год назад

    I've been fighting a lot with the NavMesh areas, i think they *should be easy* but i just cannot find a way to make them work.
    is there something you know that might help me? I am just trying to make a couple of rocks have a specific area to be walkable for a type of enemy, nothing too special.

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  Год назад

      Hi, if you check 6.38 in the video. You can add a nav mesh modifier volume to the area of the rocks. Make it Not walkable and choose all the agents you don't want to walk over the rocks. For the agent you do want to walk across the rocks, leave that one unchecked (That character needs a different agent to the rest). Now when you bake for each agent type you will see it will cut out the rocks for every character except the one who can across rocks.

  • @Andralin_so2
    @Andralin_so2 2 месяца назад

    THANKS!

  • @jackraw2510
    @jackraw2510 Месяц назад

    I tried doing what did. However, i keep getting errors. Did you ever get errors and if so could u help me.

  • @IXxJordan
    @IXxJordan Год назад

    Just came back to Unity - nav mesh is creating walkable nav mesh ontop of my walls, I have tried to use modifier and volume to override it but its still creating it.
    The agent doesnt have the angle to jump up so its not an issue just now but later on it could pose problems, any thoughts?

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  Год назад

      You can add another navmesh surface, but this time make the default area not walkable. Then switch off everything except the walls in the hierarchy and bake. It will now ensure the nav mesh on top of walls is not walkable. See 5.10 for multiple nav mesh surfaces

    • @IXxJordan
      @IXxJordan Год назад +1

      @@CreativeMediaTutorials So as it turns out, I had a legacy NavMeshSurface script, once I completely done away with those and pulled apart my prefabs it worked fine.

    • @marztecheque
      @marztecheque Год назад

      @@IXxJordan apparently there is a way to "convert" over - but yikes it warns you - "no going back" so maybe backup/clone first

  • @dertobbe1176
    @dertobbe1176 Год назад

    I dont have These edges. It's completly baked till the wall begins. How to get those edges? And my agent always gets stuck after choosing some random points to walk to. The agent just dont finish the path. When you look at it's Gizmo you can see that it's still searching. Any ideas?

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  Год назад

      Are you using the latest version of Unity and the new AI navigation package? If it is the older AI navigation it would require that the wall objects are marked as static in the inspector

    • @dertobbe1176
      @dertobbe1176 Год назад

      @@CreativeMediaTutorials it's a 2022 lts release and I added Navmesh yesterday. Plus the walls are static anyways

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  Год назад

      @@dertobbe1176 ensure the walls are on the ground, as in they are touching the ground. Also check your nav agent settings, these might be the cause of not creating gaps for the walls. They are usually told to cut out surfaces that have an angle of 90 degrees or greater

    • @dertobbe1176
      @dertobbe1176 Год назад

      @@CreativeMediaTutorials im curious about the navMesh that's baked. The wall shape itself Was cut out of the mesh so It has to be registrated as obstacle. But it's only the exact shape of the wall and I dont get those edges 🤷‍♂️ I dont know. My agent anyways dont work proberly. The agent always gets stuck 🙃🙃 He wont finish setDestination. He looks nervously when He is close to it😂

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  Год назад

      @@dertobbe1176 Try clearing all bakes, as there might be two nav mesh bakes causing issues. Ensure the target the nav agent is following is somewhere on the nav mesh itself so the agent can find it

  • @unclestupid9987
    @unclestupid9987 4 месяца назад

    Hello, how do i prevent my player character from moving out of bounds

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  4 месяца назад

      This is just a simple example, so in this case it would just be clicking in the blue section. However, in more complex projects you would most likely have a raycast to detect when you are clicking within bounds allowing you to click there, and not allowing you to click when out of bounds. I cover raycast terrain clicking to move players in my Create an RPG Game course on Udemy.

  • @superdahoho
    @superdahoho Год назад

    Hello. I don't know why my previous comment go deleted so I will post it again.
    I tried your method but it did not work for me. I had to download from the github repo and drag in the Navmesh components and use their methods in order for it to work.
    My project is in 2D. does that make a difference?

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  Год назад

      Hi, I've not tried it in a 2D project. Good to know it works from the github. The documentation for the new AI navigation package can be found here: docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/index.html

  • @IcannotspeakEnglish-cs2fw
    @IcannotspeakEnglish-cs2fw 14 дней назад

  • @66Kohut
    @66Kohut 4 месяца назад

    Please help I did the tutorial but my enemy is not moving.

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  4 месяца назад +1

      Hi,
      Just ensure the enemy objects are touching the ground plane. If they are hovering above it they may not be making contact and so will not move. If the enemy object has a navmesh agent component on it and the script it should then move, unless there are red errors appearing in the console, which could stop the script from properly running.

  • @chichutv2-nt9gl
    @chichutv2-nt9gl Год назад

    bro plz help me Ai is not show on top of unity window section and when i try to add nav mesh i cant find in addcomponent

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  Год назад

      Hi, Just make sure you are using Unity 2022.3, it won't show up in Unity 2021 or earlier. In the package manager make sure it is in the Unity Registry, at top left of screen (0.16 in the video)

    • @chichutv2-nt9gl
      @chichutv2-nt9gl Год назад +1

      thanks alot dude i will try this solution@@CreativeMediaTutorials

  • @candenizgumus5308
    @candenizgumus5308 Год назад +1

    art

  • @UmutZengel
    @UmutZengel 7 месяцев назад

    but when i opened the paackage manager, i still cant see the ai navigatiyon, even if i search its name.. What can i do

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  7 месяцев назад

      Ensure you select Unity registry from the drop down list at the top left. This displays all Unity packages available to download in alphabetical order.

    • @jacksonsegala472
      @jacksonsegala472 7 месяцев назад

      Still can't see the Ai Animation ):@@CreativeMediaTutorials

    • @CreativeMediaTutorials
      @CreativeMediaTutorials  7 месяцев назад

      Do you mean the AI Navigation package in the package manager, or the AI character's movement (animation) in the scene?