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@shadowroy41148
@shadowroy41148 17 сағат бұрын
Loved it i would love to see what you are working on and it will be great if you can cover every action in the behaviour graph 😅.
@resee9856
@resee9856 19 сағат бұрын
Can you also make a video about saving the behaviour graph state, please? I saw it's using the Unity Serialization package which I've never seen anyone use or do a tutorial on.
@tufanaydin6340
@tufanaydin6340 Күн бұрын
Hello, i wanted to learn clearly. Is this Unity Behavior just for AI? Can't we can make with missions, talking systems, quests etc. ? What is the difference? I love your tutorials btw thanks again.
@tufanaydin6340
@tufanaydin6340 Күн бұрын
Lets gooo part 2
@dominiauk
@dominiauk 2 күн бұрын
Great video, just what I was looking for. However how would you link that now to the animator has the navmesh magnitude is always zero?
@mailmaxxxx
@mailmaxxxx 2 күн бұрын
Great to see someone covering this. It is a very powerful tool but the documentation and examples I am finding difficult to work my way through. One thing it would be great so see more on is the event nodes - I have my NPC raise an event when it sees the player - and then a completely separate branch handles attacking (or running away from) the player. Would love to see more on this as it strikes me as being a much more efficient way than constantly checking a variable on the blackboard.
@Nebulaoblivion
@Nebulaoblivion 3 күн бұрын
Used this to only spawn grass on grassy texture areas, thanks for yet another assist! You're one of the best unity tutorial creators out there.
@VyvyanTheGreat
@VyvyanTheGreat 3 күн бұрын
I literally didn’t even know this tool existed, but looks super useful
@umairwaseem882
@umairwaseem882 3 күн бұрын
Hi Llam I need help, Please guide what I do?, I have issue that characters on which i set navmesh ai and also applied root motion while disabling nav agent position so mine custom animation work properly, I am face trouble here. When characters move toward me, animation works fine BUT they start to go below ground terrain any way to fix this?
@RKfromYT
@RKfromYT 3 күн бұрын
Is this possible to create ? Queue or graphic system like idle arcade tycoon games where spawned customers start aligning at table using this behaviour graph?
@bambuccigames
@bambuccigames 3 күн бұрын
Custom nodes are one of the best things about Behavior Graph, they are very powerful and flexible, too bad you just kinda skipped that part.
@LlamAcademy
@LlamAcademy 3 күн бұрын
I’ll be covering custom node creation in more detail in the Actions section. I felt that was the more relevant time to cover it because, as I said here, I’ve never encountered the need for custom flow nodes despite making pretty complex AI with this tool.
@1playfair
@1playfair 3 күн бұрын
Loved this man. More!!!!
@JustFor-dq5wc
@JustFor-dq5wc 3 күн бұрын
I'm impressed. Great tool, great video!
@MarbleDashGame
@MarbleDashGame 3 күн бұрын
For anyone this is not working for still, add a debug and make sure that it is triggering your ghost collision detection system. If not I would Subscribe to the Physics.ContactModifyEvent with the Physics.ContactModifyEventCCD. The main reason is that if you have simple static objects (with no rb) that are colliding with your physics object, it will not trigger the CCD event. Also Post 6.0 unity update, setting the normal might not work. I would also add in your scripts to adjust the contact point slightly to prevent re-triggering, by doing something like this pair.SetSeparation(i, -0.01f); . Hope it helps.
@themerpheus
@themerpheus 4 күн бұрын
Does this plugin support narrative graph type of stuff? Like having events happening back to back. Like bolt does? Bolt is really bad as it scales up, so I am hoping that this one is pretty lightweight.
@sasquatchbgames
@sasquatchbgames 4 күн бұрын
We should be friends
@LlamAcademy
@LlamAcademy 3 күн бұрын
I’ll send you a message 🙂
@Kweenofmeen
@Kweenofmeen 4 күн бұрын
Chris, algorithmic engagement comment! Good video.
@LlamAcademy
@LlamAcademy 3 күн бұрын
😁 thank you!
@TheShittyBeatles
@TheShittyBeatles 4 күн бұрын
Very excitied for these videos. Thank you!
@TheShittyBeatles
@TheShittyBeatles 4 күн бұрын
Thank you thank you thank for highlighting this and giving an overview. I would Love to see more
@transformers395
@transformers395 4 күн бұрын
how did you add a bone in Gun Holder? You didn't show it.
@LlamAcademy
@LlamAcademy 4 күн бұрын
Just add an empty game object in the hierarchy
@Fitz0fury
@Fitz0fury 4 күн бұрын
Good stuff man, glad you are covering this!
@あれくす
@あれくす 4 күн бұрын
So excited for this series!!
@ut7746
@ut7746 5 күн бұрын
Thank you, random coding guy that has the exact solution to my problem
@yeahnope620
@yeahnope620 9 күн бұрын
It's crazy to me that Unity does not have native support for this. They built this system to work only with a single agent. Pretty much any real game will not function with the out of the box configuration. I had implement a bandaid solution like this one a few years ago in my own project as well, except I did not realize that if you delay the reactivation of the agent by 1 frame, that the teleportation issue is fixed as well. I had implemented a different "solution" if you call it that, and that is to simply add a LERP between the positions, so that it does not instantly teleport but slide to the new location instead.
@agnarzb
@agnarzb 9 күн бұрын
Thanks for the video. As allways I really like the content. In your videos you focus on system design and engineering part of the coding. I find them greatly helpful to improve myself. So cheers. I would like to give a small feedback I guess it would be better to put promo content either the beginin or the end of the video. In here forexample, Raider comments in the middle of the code inspecting is a bit distracting. Not a big issue but still want to let you know bests
@TheTsquared27
@TheTsquared27 9 күн бұрын
Great tutorial! I'd be interested in seeing a tutorial about scaling behavior trees to cover more variation in say, enemy types. A lot of tutorials currently are focused on the basics, but if we have multiple entities in the game that use the same behavior but rely on different values, like move speed for example, how do we make a tree that's flexible enough to dynamically handle it without hardcoding values into the blackboard?
@LlamAcademy
@LlamAcademy 4 күн бұрын
Stay tuned 🙂
@jayvijay3039
@jayvijay3039 11 күн бұрын
Bro give us more tutorials on these fast WE NEED THISSSSS!!!!! ITS URGENT😭😭 Please, do a thoroughly tutorial (or even a series) about using the Unity Behavior. I'm struggling for weeks trying to create different behaviors (the classic: idle, patrol, chase, attack, receive damage). Maybe you could do two different approaches: one considering the viewer doesn't even know how to work with behavior trees (like me), and one considering the viewer already knows it, but they're trying to understand the unique features Unity Behavior offers. Of course, this is only a request. I love your videos :D Comment credit @arthurjvnb
@dwilde3859
@dwilde3859 12 күн бұрын
Reflection in Editor is a useful tool, at runtime it's trouble. Especially for AOT compilation and IL2CPP platforms. Just allow the interface to modify exposed properties on the gun, and pass it as a parameter in an Apply and a Revert method. ✨
@derhem9028
@derhem9028 12 күн бұрын
I get this error Assets\SurfaceManager\FootstepSoundPlayer.cs(113,39): error CS1061: 'List<AudioClip>' does not contain a definition for 'Max' and no accessible extension method 'Max' accepting a first argument of type 'List<AudioClip>' could be found (are you missing a using directive or an assembly reference?)
@LlamAcademy
@LlamAcademy 12 күн бұрын
Max comes from System.Linq. Try adding “using System.Linq;” to the top of the script
@derhem9028
@derhem9028 12 күн бұрын
@@LlamAcademy Thank you for the quick answer. That was the problem :D
@RoxGame
@RoxGame 12 күн бұрын
Looks like Read/Write must be enabled in import settings which will increase performance overhead, I wonder if there is a better option available.
@zYiVIDS
@zYiVIDS 13 күн бұрын
This doesn't work, if i make a fade layer the object is invisible, if i use another layer it doesnt fade in or out
@LlamAcademy
@LlamAcademy 13 күн бұрын
That sounds like maybe your camera culling settings are excluding the new layer
@Opramdularyt
@Opramdularyt 14 күн бұрын
How to create a third person controller in Unity
@GateProject
@GateProject 14 күн бұрын
Funny coincidence, I implemented pretty much this approach over the last years. Can also really recommend that one! I extended things further, e.g. I use the more powerful UltEvents instead of UnityEvents, which work in the inspector with get/set, statics, singletons (!), chaining methods to get and use values, ... and also allows multiple arguments. The multi argument functionality opens up new event possibilities like: "'unit x' interacted/attacked/... 'unit y'"-event, or "Increase/Decrease/Add/Remove 'item X' by 'amount y'"-event and many more... On top, can use within the listeners rules, conditions and filters like "only trigger event, when argument is/is not xyz"... With that, you barely have to write any new code to get interaction functionality between elements. You could add events with even more arguments, but so far I feel 2 are enough to handle 99% of all use cases, and are still okay in terms of complexity.
@r1s1112
@r1s1112 14 күн бұрын
Thanks a lot for this video, absolutely stellar!
@tufanaydin6340
@tufanaydin6340 15 күн бұрын
Can you please make behavior graph tutorial from scratch? for example we as a player sneaking into a enemy base
@tufanaydin6340
@tufanaydin6340 15 күн бұрын
Lliam Academy you are the best. You always showing underrated feautures from Unity.
@howtodrawforfun
@howtodrawforfun 15 күн бұрын
Please do a tutorial series on this. It would be incredibly helpful. 😊
@rezazolgharnein7609
@rezazolgharnein7609 15 күн бұрын
I need something like this for my game, but it shouldn't depend on the navm, objects like doors will interrupt the navm and the navigation will be messed up. I mean something like routing in the game of dead space Can you put a tutorial on this
@LlamAcademy
@LlamAcademy 15 күн бұрын
I would just exclude the doors from the NavMesh baking if that's the only problem!
@rezazolgharnein7609
@rezazolgharnein7609 15 күн бұрын
@@LlamAcademy I used Navamesh obstacle for the doors. It can't be removed. Because ai should not pass through doors
@wogergames6803
@wogergames6803 16 күн бұрын
You awesome
@F_U
@F_U 16 күн бұрын
Another awesome tutorial as always ;)
@castlecodersltd
@castlecodersltd 16 күн бұрын
Thanks for this 🙂I'd be interested in more in-depth videos, please
@danielhasi6974
@danielhasi6974 17 күн бұрын
more videos please. got some problems with the behavior graph. Specially with custom flows or actions with different ports... creepy behaviors sometimes or maybe i misunderstood something
@SCHCOMM
@SCHCOMM 17 күн бұрын
note that AssetDatabase is only for editor, not for game runtime
@DavidMetzener
@DavidMetzener 17 күн бұрын
I would love to know more about Unity Behavior! My mind is already coming up with many possible small game ideas using this tool! Thank you for bringing it to our attention!
@diebygaming8015
@diebygaming8015 17 күн бұрын
I just want to get their name above their head, images work fine, text doesn't work in world space hdrp
@shadowroy41148
@shadowroy41148 17 күн бұрын
I want to know more about this please make more videos about this topic because there are very less tutorial about this right now. Please tell us the full potential.
@LlamAcademy
@LlamAcademy 15 күн бұрын
I heard you all loud and clear 🙂 More coming!
@shadowroy41148
@shadowroy41148 15 күн бұрын
@LlamAcademy thanks 🙏
@gamingfreaks7108
@gamingfreaks7108 18 күн бұрын
I have used GDevelop 5 engine where action and events are like story telling. Exciting to hear about the unity story telling action and events system. thanks to Ai!!!! huge thanks to this channel for creating a basic tutorial about this.
@Fitz0fury
@Fitz0fury 18 күн бұрын
yeah do more of this :)
@BattlecruiserGames
@BattlecruiserGames 18 күн бұрын
Hey man. I have passed first 2 lessons and got here. I completed all the stuff from the lesson and only there I realized that my model is pink. It seems something is wrong during Import. i did it again and got 73 warnings) Like /// Can't generate normals for blendshape 'BLW_ANG1' on mesh 'BLW_DEF', mesh has no smoothing groups /// and others... Am I right, that you just imported and everything is already properly installed? I wanted to put materials manually. I got into folder. And it seems all materials are pink also. i definetely can't manually fix it. Since the asset is sooooo complex.. What would you recommend with starting investigation of fixinh this issue. Maybe it is some kind of usual stupid problem I do not know. I checked, all future lessons requires this asset. So, I need to fix it somehow.
@LlamAcademy
@LlamAcademy 18 күн бұрын
If you're on a newer version of Unity (like Unity 6) and/or are using URP instead of the Built-In Render pipeline it may require you run the Render Pipeline Converter (Window > Rendering > Render Pipeline Converter) to have the materials working.
@BattlecruiserGames
@BattlecruiserGames 18 күн бұрын
@@LlamAcademy Hey. I have Unity 6. I created new Project (absoluteley new). And imported asset. It gives me the same 73 warnings. I tried your solution. But it offers me only convert from Built-in to USP, I tried this. It gave even more errors.
@LlamAcademy
@LlamAcademy 17 күн бұрын
Are they errors or warnings? The warnings you mentioned above should not prevent anything from working. The pink materials (I think) can be resolved with the Built in to URP Material converter. If it doesn’t work I’ll have to take a look later to see if I get the same issues
@darkman237
@darkman237 18 күн бұрын
I've found that inheritance doesn't work at all because there is no way to access the sub properties from the base class. Cat.tongue.lick.cleaning. It would only have access to whatever is in the base class. Composition looks like the salvation I've been looking for; maybe my hair can grow back now?