I went into the Windows tab and from there I went into Rendering and then from there I selected Render Pipeline Converter. A windows should pop up where and there should be a drop down box where I selected the Built-in to URP option. After that tick all the boxes, and press the Initialise converter button on the bottom left. If everything went ok the just press Convert Assets. A URP render pipeline should be made and automatically added along with all materials converted to URP. Hope this helps.
Been trying to do this for the last 3 days watching so many other tutorials but nothing was working. This took be 30 minutes to understand and got it working perfectly. Thank you so much. Subscribed
If someone wants to have multiple enemies just randomly walk around, you can place 4 waypoint as children of the enemy (north-west-east-south). This way the enemy will follow its own waypoints, and always move to random location. Of course it means less control, but more AI freedom thinking.
Great tutorial! Having trouble scaling this setup for multiple enemies with different arrays of waypoints. Any idea how to alter the intake for multiple enemies?
Thank you for providing me with quality information. I have a question, how do different types of monsters share the same variables (player transform, navmeshagent, monster attack threshold distance, etc)? There are a lot of monsters I have to deal with to declare a variable for each animation class.
All monsters share a similar structure. So I created a single-tone class and declared the variables. I brought the variable to each state class and used it, but it doesn't look good to bring the variable from a function such as 'update' as an instance, so I'm thinking about it.
Could you dm me about how to set up a waypoint patrols that won’t affect each mob? I’ve tried set up some but all The mobs end up going to the other waypoints instead of the set up ones xD
I wish you had an updated video. I've been messing with this for days and it doesn't recognize the any active NavMesh agents. I've followed this video to the T and repeated multiple times, and looked up a current NavMesh tutorial. The Navigation static option is greyed out for me and not greyed out in current tutorials, and this video doesn't work at all.
@@GDTitans Sorry for coming across aggressive or fruustraed in the last message. It was late and I was frustrated, which is no excuse, but yes, I could not figure out how to get it to work using a a different updated NAvMesh tutorial, but you explain th9ings well, so I would love an updated video if you ever get around to doing one.
Great video man, however I have an issue. My character transitions from idle to patrolling but it animates without moving. I have checked the nav mesh area, tried with and without root motion on the animator and the animations but I can't get the character to move to the waypoints. Any advice as to why it is not moving? I can see others have had the same issue in the comments. Thanks in advance
Don't forget to check the parameters and the correct spelling. So you should check the spelling, the parameters (e.g. Boolean values), the scripts associated with each state, their animations, tags, navmesh and I guess that's all.
when I write the string under update method, timer += Time.deltaTime the word Time doesn't work (doesn't get green) why??? and the game gives me error i yhink because of that... what I'm missing?
Hi, i have a problem, the enemy goes through walls when it is patrolling, i added it a capsule collider but then it can't climbing stairs, so i added it character controller and now it can climb stairs but it's going through walls again. Do you know how to fix that?🤔 Very useful video anyway
Good day sir, great tutorial! But i followed all your tutorial exactly but my AI is just on idle and does not start walking, what do you think could be the problem?
I'm getting this error ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index
Basically I think it's either a problem with your code or with your way points If it is with your code you need to redo it If it is with your way points make an empty game object and Tag it WayPoints or whatever name you want to but it must match in your script and make the children the destination you want the enemy to follow and leave the children untagged Hope this helps you
I'm hoping you already found a solution, but it's disabled because they depreciated the old navigation system. You no longer need to mark things as navigation static. If you search new unity navmesh tutorial you will find more up to date videos.
hii can you help me? when i put the animations in ispatrolling the animation of idle is only play can you help me? i put no exit time and i put bool is patrolling and i dont know why i put the steps of the video but the animations is not working only the idle
I went into the Windows tab and from there I went into Rendering and then from there I selected Render Pipeline Converter. A windows should pop up where and there should be a drop down box where I selected the Built-in to URP option. After that tick all the boxes, and press the Initialise converter button on the bottom left. If everything went ok the just press Convert Assets. A URP render pipeline should be made and automatically added along with all materials converted to URP. Hope this helps.
thank you so much for this....i was clueless how to render it because pipeline render option wasnt showing when i selected the main scene.
wow i was just wondering how to delay an animation but google search only said "use invoke function" whatever. so lucky you included this.
Been trying to do this for the last 3 days watching so many other tutorials but nothing was working. This took be 30 minutes to understand and got it working perfectly. Thank you so much. Subscribed
Great to hear!
Thanks for the tutorials. Short, sweet, and to the point. Keep up the good work.
If someone wants to have multiple enemies just randomly walk around, you can place 4 waypoint as children of the enemy (north-west-east-south).
This way the enemy will follow its own waypoints, and always move to random location. Of course it means less control, but more AI freedom thinking.
Could u make a video about it please
Continue this series
Awesopme stuff bro!
Appreciate it!
Great tutorial! Having trouble scaling this setup for multiple enemies with different arrays of waypoints. Any idea how to alter the intake for multiple enemies?
Best explanation of this I have seen!
Great video!
Thanks man
Keep up the good work
Thanks 😊
You have created a very useful course. Thank you very much
Ty For The Information! Now Imma Create A New Game!
( The Dragon's Cave Of Horror )
( But It'll Be A While)
Best youtube channel ❤️🔥🔥🔥🔥
Thx for tutorial master!
No problem 😊
The new intro is ultimate
Thank you for providing me with quality information. I have a question, how do different types of monsters share the same variables (player transform, navmeshagent, monster attack threshold distance, etc)?
There are a lot of monsters I have to deal with to declare a variable for each animation class.
All monsters share a similar structure. So I created a single-tone class and declared the variables.
I brought the variable to each state class and used it, but it doesn't look good to bring the variable from a function such as 'update' as an instance, so I'm thinking about it.
4:39 how to make animation
can you make video in car physics sysytem. How to drive car from wheel colider. i need the help of you
Could you dm me about how to set up a waypoint patrols that won’t affect each mob? I’ve tried set up some but all
The mobs end up going to the other waypoints instead of the set up ones xD
I wish you had an updated video. I've been messing with this for days and it doesn't recognize the any active NavMesh agents. I've followed this video to the T and repeated multiple times, and looked up a current NavMesh tutorial. The Navigation static option is greyed out for me and not greyed out in current tutorials, and this video doesn't work at all.
Sorry 😔 but I'm gonna create an updated video about the new navmesh system in unity
@@GDTitans Sorry for coming across aggressive or fruustraed in the last message. It was late and I was frustrated, which is no excuse, but yes, I could not figure out how to get it to work using a a different updated NAvMesh tutorial, but you explain th9ings well, so I would love an updated video if you ever get around to doing one.
Excellent videos brother pleases make videos on 3D Games with Touch controls please there is no videos about this content in entire RUclips
sure! no problem
Great video man, however I have an issue. My character transitions from idle to patrolling but it animates without moving. I have checked the nav mesh area, tried with and without root motion on the animator and the animations but I can't get the character to move to the waypoints. Any advice as to why it is not moving? I can see others have had the same issue in the comments. Thanks in advance
make sure the walk state animation has the patrol state script connected, mine wasnt there and when I added the behaviour it fixed it. :)
Make sure that your player has a player tag. It fixed it for me. Hope it helps!
Don't forget to check the parameters and the correct spelling. So you should check the spelling, the parameters (e.g. Boolean values), the scripts associated with each state, their animations, tags, navmesh and I guess that's all.
Amazing sir you solve my big problems wo great sir thanks a lot
Happy to help
when I write the string under update method, timer += Time.deltaTime the word Time doesn't work (doesn't get green) why??? and the game gives me error i yhink because of that... what I'm missing?
Thank you so much, been looking for a good tutorial like this for a while to learn AI and animations! Thank you again!
No problem
How to control car from wheel colider
Can you make a tutorial to how create a 2d multiplayer game ?
I guess it's gonna be our Next Series.
what is the Time variable?
Hi, i have a problem, the enemy goes through walls when it is patrolling, i added it a capsule collider but then it can't climbing stairs, so i added it character controller and now it can climb stairs but it's going through walls again. Do you know how to fix that?🤔
Very useful video anyway
make sure that the walls are included when you bake the navmesh
does anybody have the code to paste it ?
yeaw waiting for ep 2 of previous video of bow arrow system
Thanks
Good day sir, great tutorial! But i followed all your tutorial exactly but my AI is just on idle and does not start walking, what do you think could be the problem?
i love you man, u are the best
the enemy is making moving animation in its place without moving around wayponits , any solution ?
Check out the NavMesh area
I have the same error, were you able to solve it? Help me pls
make sure the walk state animation has the patrol state script connected, mine wasnt there and when I added the behaviour it fixed it. :)
For anyone having the ArgumentOutOfRange error; do NOT tag each waypoint, only the parent of the waypoints
do you know the answer to that now ?
bless your heart
I have used this method on AR it is working in scene but not in mobile app. what to do ??
@GDtitans can u type all of the idle state and walkstate script in here? plssssssssssssssssss
I'm getting this error
ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
same do yo know how to solve it ?
@@LaibaEhsan-fq5kc i did actually
If you can wait till tomorrow ill try and help you with it
Basically I think it's either a problem with your code or with your way points
If it is with your code you need to redo it
If it is with your way points make an empty game object and Tag it WayPoints or whatever name you want to but it must match in your script and make the children the destination you want the enemy to follow and leave the children untagged
Hope this helps you
I cant get the dragon to move. I have followed it exactly
same
i fixed it. go to the controller page and click and enable on "isPatrolling" bool
its not working for mobile
when i build my games
its not patrolling or chasing
Can you made Boss fight game
in the environment the navigation static is disabled what should i do please ?
I'm hoping you already found a solution, but it's disabled because they depreciated the old navigation system. You no longer need to mark things as navigation static. If you search new unity navmesh tutorial you will find more up to date videos.
can you please give me the scripts for the animation of the monster please
anyone
Hi nice job I really like your tutorial can your next tutorial be about making an RPG game. I would really like that, thanks so much.
Object reference not set to an instance of an object for the agent part. In my case I have 2 enemies currently. Anyway to solve this?
good tutorial
Thanks
How do you make this work for multiple enemies? Only seems to work with only one enemy. Thanks.
New sub here man, checked a cpl videos and love your tutorials :)
I don't have nav mesh
Probably, you are using the new release of unity, so you have to install it from the package manager
Search for AI navigation
Thanks
No problem 😊
hii can you help me? when i put the animations in ispatrolling the animation of idle is only play can you help me? i put no exit time and i put bool is patrolling and i dont know why i put the steps of the video but the animations is not working only the idle
My character is not moving around waypoint to waypoint and my walking animation stops and doesn't loop. How do I fix this?
I have the same problem the enemy is making moving animation in its place without moving around wayponits , any solution ?
I have the same error, were you able to solve it? Help me plsss
@@maxihuebra try to bake again the navigation
Please make it with mobile controls
Sure!
thank you so much but can you give me the patrole state script please???
Project Files
github.com/Chaker-Gamra/Third-Person-Controller
goodddd
Thanks!
ان شاء الله هتعلم منك كورسات كتير في اجازه نص السنه
ادعيلي في الامتحانات الإعدادية
الله يوفقك
12:39
my character goes undergound whyy??
You have to add colliders to the map
Oof it made a error
👍👍👍
what to do ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
الله يبارك
just add the code because most of us just want to learn the code not how to impliment i singular asset
honestly i should have watched the rest tho sorry im gonna do that now sorry
Hello,
can you post link for scripts
if you can,
Please.
what to do ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index