Hey man - big fan of your videos. I just subbed. Minor feedback: the background music is too loud and can be a bit distracting, especially if I'm trying really hard to focus on what you're saying. Just my two cents. Thank you!
So I want to customize how tall/wide the fov can be, if enemy is above me at 130 degrees I want the mob, to be unable to see it, even even if the enemy is in the horizontal range. How would I implement that? horizontal fov, and vertical fov
I haven't actually done this, but I would imagine that you could do a few things. One might be using a sphere instead of a cylinder and doing the dot check on the Y axis in addition to the Z axis. I'm not 100% sure though, but it could be a decent follow up video idea. Thanks for the question!
Make sure that you're using the right collision layers so that the detection isn't looking for anything it shouldn't be. I use this in a game where there are a lot of trees and it works pretty okay.
This dev guy needs more subs! He's amazing!
NO U! Thanks @the_rcb_films. I appreciate your support!
As someone who hasn't had to do trig in 10 years I deeply appreciate your diagrams and explanation
Oh, I had to study up before I made the video. It's been a long time for me.
Hey man - big fan of your videos. I just subbed. Minor feedback: the background music is too loud and can be a bit distracting, especially if I'm trying really hard to focus on what you're saying. Just my two cents. Thank you!
Thank you for that feedback. It's something I don't think of since I don't watch myself much after posting. I'll fix it for the next ones!
Any idea how to make that AI's FOV can't see player through buildings or walls? i was thinking about raycasting.
How about casting a ray when the player is inside the FOV?
@@joelfaresjomelander3542 yeah, that's what I did. If the player is in FOV, Raycast will shoot a player location.
So I want to customize how tall/wide the fov can be, if enemy is above me at 130 degrees I want the mob, to be unable to see it, even even if the enemy is in the horizontal range. How would I implement that?
horizontal fov, and vertical fov
I haven't actually done this, but I would imagine that you could do a few things. One might be using a sphere instead of a cylinder and doing the dot check on the Y axis in addition to the Z axis. I'm not 100% sure though, but it could be a decent follow up video idea. Thanks for the question!
doesnt works when there is an object in front
Make sure that you're using the right collision layers so that the detection isn't looking for anything it shouldn't be. I use this in a game where there are a lot of trees and it works pretty okay.