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 😅.
@resee985619 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.
@tufanaydin6340Күн 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.
@tufanaydin6340Күн бұрын
Lets gooo part 2
@dominiauk2 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?
@mailmaxxxx2 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.
@Nebulaoblivion3 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.
@VyvyanTheGreat3 күн бұрын
I literally didn’t even know this tool existed, but looks super useful
@umairwaseem8823 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?
@RKfromYT3 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?
@bambuccigames3 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.
@LlamAcademy3 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.
@1playfair3 күн бұрын
Loved this man. More!!!!
@JustFor-dq5wc3 күн бұрын
I'm impressed. Great tool, great video!
@MarbleDashGame3 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.
@themerpheus4 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.
@sasquatchbgames4 күн бұрын
We should be friends
@LlamAcademy3 күн бұрын
I’ll send you a message 🙂
@Kweenofmeen4 күн бұрын
Chris, algorithmic engagement comment! Good video.
@LlamAcademy3 күн бұрын
😁 thank you!
@TheShittyBeatles4 күн бұрын
Very excitied for these videos. Thank you!
@TheShittyBeatles4 күн бұрын
Thank you thank you thank for highlighting this and giving an overview. I would Love to see more
@transformers3954 күн бұрын
how did you add a bone in Gun Holder? You didn't show it.
@LlamAcademy4 күн бұрын
Just add an empty game object in the hierarchy
@Fitz0fury4 күн бұрын
Good stuff man, glad you are covering this!
@あれくす4 күн бұрын
So excited for this series!!
@ut77465 күн бұрын
Thank you, random coding guy that has the exact solution to my problem
@yeahnope6209 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.
@agnarzb9 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
@TheTsquared279 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?
@LlamAcademy4 күн бұрын
Stay tuned 🙂
@jayvijay303911 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
@dwilde385912 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. ✨
@derhem902812 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?)
@LlamAcademy12 күн бұрын
Max comes from System.Linq. Try adding “using System.Linq;” to the top of the script
@derhem902812 күн бұрын
@@LlamAcademy Thank you for the quick answer. That was the problem :D
@RoxGame12 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.
@zYiVIDS13 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
@LlamAcademy13 күн бұрын
That sounds like maybe your camera culling settings are excluding the new layer
@Opramdularyt14 күн бұрын
How to create a third person controller in Unity
@GateProject14 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.
@r1s111214 күн бұрын
Thanks a lot for this video, absolutely stellar!
@tufanaydin634015 күн бұрын
Can you please make behavior graph tutorial from scratch? for example we as a player sneaking into a enemy base
@tufanaydin634015 күн бұрын
Lliam Academy you are the best. You always showing underrated feautures from Unity.
@howtodrawforfun15 күн бұрын
Please do a tutorial series on this. It would be incredibly helpful. 😊
@rezazolgharnein760915 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
@LlamAcademy15 күн бұрын
I would just exclude the doors from the NavMesh baking if that's the only problem!
@rezazolgharnein760915 күн бұрын
@@LlamAcademy I used Navamesh obstacle for the doors. It can't be removed. Because ai should not pass through doors
@wogergames680316 күн бұрын
You awesome
@F_U16 күн бұрын
Another awesome tutorial as always ;)
@castlecodersltd16 күн бұрын
Thanks for this 🙂I'd be interested in more in-depth videos, please
@danielhasi697417 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
@SCHCOMM17 күн бұрын
note that AssetDatabase is only for editor, not for game runtime
@DavidMetzener17 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!
@diebygaming801517 күн бұрын
I just want to get their name above their head, images work fine, text doesn't work in world space hdrp
@shadowroy4114817 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.
@LlamAcademy15 күн бұрын
I heard you all loud and clear 🙂 More coming!
@shadowroy4114815 күн бұрын
@LlamAcademy thanks 🙏
@gamingfreaks710818 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.
@Fitz0fury18 күн бұрын
yeah do more of this :)
@BattlecruiserGames18 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.
@LlamAcademy18 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.
@BattlecruiserGames18 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.
@LlamAcademy17 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
@darkman23718 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?