Great tutorial on creating dynamic NavMesh in Unity! The way you broke down the steps made it so much easier to understand. Platforms like Moonpreneur are doing an excellent job introducing kids to concepts like these, inspiring the next generation of game developers. Looking forward to trying this out!
@DavidCampbellIII6 жыл бұрын
IF YOU'RE HAVING PROBLEMS WITH UNITY FREEZING WHILE TRYING TO DO RUNTIME NAV MESH BAKING: Make sure all the objects that are under the layer that you're baking (which by default, is everything) is NOT set to static. If anything that you are trying to bake on runtime is static, Unity will most likely freeze and you'll have to task manager kill it. (At least that was the case for me). This took me like 4 consecutive hours to figure out. I hope this helps someone else who might be having trouble.
@thecoder37532 жыл бұрын
This is going to sound strange but I love you. I have been trying to figure out this for the last day this was my issue.
@Chocochoco2211 ай бұрын
I know you're probably not gonna read this but I love you so much dude... I've been scratching my head for the last 3 hours trying to figure this out, I was looking for an answer on google but I couldn't find one, this needs to be Pinned fr.
@Oxmond4 жыл бұрын
These NavMesh tutorials are reallly cool! 🤓 We miss you Brackeys ❤️
@rayngosling8214 жыл бұрын
Same
@faisalalodat90373 жыл бұрын
It's sad that this channel is no more 😢❤️
@NiscMC Жыл бұрын
wow its already been 2 years?
@wickedsnuk38122 жыл бұрын
Legendary part is that the content in these channel will be enough to feed the community for at least 5 more years :D
@enigmacrafts52693 жыл бұрын
Its nearly 4 years past this video but i am still being led to brackeys videos for my problems. as always WE MISS YOU BRACKEYS
@BlakeGoGameDev8 ай бұрын
He's back!
@Kanal9946 жыл бұрын
Sponsored by Unity, talking about dreams coming true. Cheers bro! Much love from Croatia (=
@adityairp6 жыл бұрын
For those who couldn't make the player agent move in example 3, I've got the same problem, it can be solved by assigning the Game Object in start function of the Player Controller script. I do it this way: void Start() { player = gameObject.GetComponent(); cam = Camera.main; } but I believe there're better ways :) Hope it helps with others facing the same problem as mine
@Jeddles Жыл бұрын
Thanks, this was my issue. i assigned the player controller script to the player prefab in example 3. then from your advice added the below code to the start function in the player controller script. would be good if that was included in the tutorial but its free. i hope this helps others as it can be really frustrating. void Start() { agent = gameObject.GetComponent(); cam = Camera.main; }
@thespacecowboy4204 жыл бұрын
Thank you for these tutorials. Using only the first 2 tutorials I was able to get pathfinding working in my procedurally built game. THANK YOU
@gamedesignwithmichael6 жыл бұрын
So glad this is a series slowly getting to more in depth topics about the navmash. Keep up the great work.
@kurtiskucera67126 жыл бұрын
"Making games is easier than you think, I know that Brackeys is teaching you how to for free, but if you give us a lot of money, we can teach you the exact same stuff he is."
@Splatenohno2 жыл бұрын
What?
@r3n470f3rn4nd356 жыл бұрын
Nice as always, but let me comment here an adjustment I had to make on your original examples which I've downloaded: When the LevelGenerator script instantiates the player, currently it doesn't have a player controller script on it, so I had to include the script on player prefab and also had to include both cam and agent references on code, before it instantiates the player.
@phantomapprentice67492 жыл бұрын
LD51 and I still come back to these videos , amazing. Maybe i'll switch UE soon , but for small browser games Unity is better. (its also good for bigger games of course but that is what I use it for)
@SSantiago906 жыл бұрын
Can I hit "Like" more than once? Awsome tutorials, keep the good work!
@fyrefly66316 жыл бұрын
If you're having trouble getting the player controller script to work on when the player is dynamically generated. You can add this in. void Start() { if (cam == null) { cam = Camera.main; } if (agent == null) { agent = GetComponent(); } }
@DDPlaysGaming5 жыл бұрын
Thanks, I spent a good 15 mins trying to fix this issue, glad you posted this!
@darshanshah31164 жыл бұрын
Thanksss!!!
@_Hydro68_4 жыл бұрын
Thanks! works!
@pebblelaroque31663 жыл бұрын
thank you ;-;
@austinheydari18136 жыл бұрын
Always good to watch one of your videos before going to sleep ! Keep up the good work 😉
@MeDavoo6 жыл бұрын
Bro I love you so much. You only help me with cool tutorials and I actually made 4 games (nothing posted yet) but im so thankful for your help love your content and keep it up!!!
@forsakenseraph97916 жыл бұрын
You are the man! I still don't understand half of what you said tbh lol, but i'm getting there thanks to these vids.
@idc196 жыл бұрын
Great video! Amazing series! This is one of the best game dev channel! Please make more math for video games vídeos.
@DawnosaurDev6 жыл бұрын
How do you make it dynamic but walkable not an obstacle???
@thomasjensen95816 жыл бұрын
this tutorial is awesome! thank you very much for helping me in my time of need!
@yomisimie6 жыл бұрын
Very useful, I was having trouble with randomly generated levels. I was doing it almost correctly. Thanks!
@DanyloSyrotynskyy6 жыл бұрын
Unity pathfinding has become mega powerful since 2014!
@FatBatMan1226 жыл бұрын
Thank you so much for making these free tutorial that are fun to watch, youre always friendly in the comments as well. I've just started learning how to code as being a game designer has been my dream ever since I was little, I just wanted ask, what are some general tips that would make learning languages like c# easier and what are somethings that you wish you know when you were learning?
@feykro2226 жыл бұрын
Brackeys, two questins: 1) Will you participate in Universal Unity Challenge? 2) Will you make some summary of that Unity event? Like explanation of new features?
@DeltaTwoZero5 жыл бұрын
You just saved my college project!
@anthonyst-onge42806 жыл бұрын
WOW! I am making a game and i'm stuck on Dynamic Navmesh since yesterday.... You post a video about it... ARE YOU A WIZARD? HARRY?!?!!
@Chief-wx1fj6 жыл бұрын
Is it possible to convert this for 2D platformer?
@CaseLogsTrades6 жыл бұрын
nav mesh only works on 3d :/
@onesketchyguy60506 жыл бұрын
No, however making an AI for platformers is very easy and can be done in minutes if you're experienced. If you want a complex Ai look into Line casting and ray casting and calculate in a script where the AI is allowed to go using layermasks. Hope you get you're game working, and that this helps!
@DoubleMelonDragon5 жыл бұрын
@@onesketchyguy6050 heads up if you want do line of sight, use physics.linecast, dont use raycast when doing line of sight, i spent way to much time messing with raycast when linecast did it for me x10 times better and more accuretly.
@zaid.12716 жыл бұрын
Can u do sphereical pathfinding???
@zaid.12716 жыл бұрын
And good job tbh.
@RitobanRoyChowdhury6 жыл бұрын
I don't know if Unity has it inbuild now, but you can certainly implement A* yourself. Straight line distance should be good enough for most cases. You'd just have to build the graph yourself, which isn't too hard. A simple solution would be to make your graph a grid and use the Physics system to determine which grid squares are blocked.
@mrlinushermansson2 жыл бұрын
Could this work in a 2D game without other 3rd party libraries?
@MM-hn4cb5 жыл бұрын
How can I move a labyrinth with gaps? The navmesh obstacle just creates a box or a capsule around the whole object... How can I let it render these gaps?
@thesolitaryowl3 жыл бұрын
This is exactly the information I was looking for!
@roshansundar66186 жыл бұрын
Could you do unit formations on a navmesh (like rts) while we're on the subject?
@BeerfootBandit6 жыл бұрын
I want to learn that because when i select and move a group of units they keep trying to get to the destination and end up moving in a circle there like some kind of ritual
@BeerfootBandit6 жыл бұрын
But i hav an idea, make prefabs in the shape formation and when u click on the ground the units will find the nearest prefab to set destination. Probably hav a bool like if unit collider hits the formation point they will find another spot to stand. Similar to waypoints. What do u think?
@BeerfootBandit6 жыл бұрын
Make the formation group of gameobjects with about 50 spheres, cubes etc so the units will always have a position in the formation. Number the formation positions from left to right or whatever and refer to them in code
@huntik984 жыл бұрын
what if instead of a single navmesh "floor", i have several floors(squares) connected and want to generate navmesh in runtime? i'm building a navMesh for each one but the game kinda lags when it happens, is there a way to join the little navmeshsurfaces and build a bigger one, so only building the nav mesh once?
@juanponcedeleon86174 жыл бұрын
watch the next video in the mini-series
@huntik984 жыл бұрын
@@juanponcedeleon8617 too late now, but thanks ^^ I think I solved it at the time tho
@juanponcedeleon86174 жыл бұрын
MyChips yeah I guessed so but I did it for those who just watched it ( :
@rafaelocariz13846 жыл бұрын
Maybe you can add some enemies too, and they patrol the area and react when they "see" the player
@rafaelocariz13846 жыл бұрын
Thanks for the awesome tutorial, I'm waiting for more
@BlueDurril6 жыл бұрын
Hey Brackeys. I'm following along on Unity with your project example. It works great and I'm learning a lot very fast. I just noticed now that the Player gameobject doesn't have the Player Controller component script on it by default. On the Example 3 Scene I'm not sure how to attach the Player Controller Script to the Player as the the Player exists only in runtime. When I try to connect the Player Controller script to the Player prefab, I can only attach the Player to the public Agent but cannot attach the Main Camera to Public Cam. Where am i going wrong? Thanks!!
@AviVajpeyi6 жыл бұрын
You have to write the script and attach it to the player game object. Then when you compile the script, you can drag the Main Camera into the location on the Editor. This is the script: using UnityEngine; using UnityEngine.AI; public class PlayerController : MonoBehaviour { NavMeshAgent agent; public Camera cam; // Use this for initialization void Start () { agent = GetComponent(); } // Update is called once per frame void Update () { // click left mouse button if (Input.GetMouseButtonDown(0)) { // create a click from the SCREEN SPACE (2d) // into a ray in the WORLD SPACE Ray ray = cam.ScreenPointToRay(Input.mousePosition); RaycastHit hit; // cast the ray and store information of the location the ray has hit if (Physics.Raycast(ray, out hit)) // returns true if actually does hit something { // if the ray its something it is stored in 'hit' (also code ) // use 'hit' to move our dude agent.SetDestination(hit.point); // hit the location the ray hit on naveMesh } } } }
@noreasonchannel40125 жыл бұрын
just try tagging your MainCamera Gameobejct,in the heirarchy, to prebuilt tags "MainCamera" . Works?
@roxannew.93495 жыл бұрын
Honestly none of these two replies actually solve your problem I guess. Since I have the same question as you did. Well, my solution is to drag the MainCamera at runtime but that doesn't seem to solve from roots. Thus I tried to find solutions for modifying the script and here is a try: For Camera Variable, use answers.unity.com/questions/49126/getting-a-camera-at-runtime.html as a reference and you can easily assign the MainCamera to the PlayerController Script; For NavMeshAgent, use the code " agent = GetComponent();" I hope this can solve your confussion.
@JonTopping Жыл бұрын
@7:28 This seems outdated. Anyone know how to do this with the current Unity builds?
@Gufis Жыл бұрын
"using Unity.AI.Navigation;"
@nikitagoncharuk63676 жыл бұрын
Sponsered by Unity! Wow, congratulations
@Jobensi_vlog5 жыл бұрын
I love this channel! Thanks for all the knowledge
@Rishabh05016 жыл бұрын
Hey I'm not able to navigate the cylinder block by clicking on the mesh.I used the same steps but still not able to figure out. Any help would be great!!
@magnusm46 жыл бұрын
For performance if you have a really large map. I wonder if it would be possible to re-bake a nav mesh in one area to another. You bake once in an area and once you leave it, it bake for the next area either by a set size or based on the position they're heading. Seeing as it might be taxing to do a large mesh at once so doing a smaller each time you leave one seems more optimal. Then what if you have obstacles you can hang and jump up to, to climb. Or jumping on walls and stay there I wonder how you would do that with a script along with the nav mesh
@joepeaden1661 Жыл бұрын
I know it's 5 years later. But you could just have multiple NavMesh planes right?
@GordonArber6 жыл бұрын
Why Can I not add the camera to the player in example 3 unless the game is already playing?
@VideoNinja117_Plays6 жыл бұрын
For an RTS, would obstacle avoidance be good enough, since regenerating for that many moving objects would be performance heavy?
@maxg51962 жыл бұрын
I am curious about this as well. But I think you kinda answered it already
@braxtonsdev95646 жыл бұрын
Sponsored By Unity… 👌🏼well done
@tubertmorti82824 жыл бұрын
This is so much better than the original NavMesh functionality. I noticed it only works with terrain. This works with anything that has the designated layer mask. Why isn't it already a part of unity? I've got 2020 and there is no such functionality. The NavMesh component package is great.
@AnsityHD6 жыл бұрын
I have a level generator which uses multiple pre-made blocks to create a whole level. Would I just hold an array of NavMeshSurface's, then cycle through each one calling BuildNavMesh()?
@Knee_Boy646 жыл бұрын
I really love your tutorials, but I'm having an issue getting through part of this one. I've gone through this tutorial twice now and I keep having the same issue. Whenever I run the game in Example 3 after completing all steps I can't move my Player. When it runs the clone of my player it doesn't have a Cam set or Agent set, but when I try to add them and update the prefab it won't hold the Cam. The NavMeshAgent sticks, but the Camera won't. Whenever I set the main camera to Cam during play mode it works, but obviously that's a temporary fix since it just resets after I stop playing.
@thomasbodin90296 жыл бұрын
Same issue
@zouhairrouika12616 жыл бұрын
Hello , Please What is the position of the camera to get an isometric view like you in the video ! Thank You .
@meltpack88766 жыл бұрын
just look at the camera in his video and copy the transform from it
@felixsnag98976 жыл бұрын
select isomeric
@zouhairrouika12616 жыл бұрын
Thank You very much ! I downloaded the example project and I copied the transform
@amittank60804 жыл бұрын
Hey. Good evening can i draw or line on navmesh direction. For guide user. Like we see in google map and other apps. thanks.
@badfitz664 жыл бұрын
docs.unity3d.com/ScriptReference/AI.NavMeshPath.html A part of NavMeshPath is 'corners', which is an array of Vector3 positions. You can use these in something like a trail or linerenderer to create a line that follows the path to guide the user. Hope this helps!
@Anders20573 жыл бұрын
Hi. How can I do the same but between two AIs. those components conflict when being together?
@BrebtaGamesSK4 жыл бұрын
im having problem where i want the camera to follow the player (diablo like style camera) but the thing is i cant get the camera to not rotate. i tried every Follow camera script i could find but everything ended up in the camera rotating with the character (no i dont have the character set as parent for the camera) thank you for any help
@aarondelgado34214 жыл бұрын
I recommend you to look into using a cinemachine camera.
@caespaillat4 жыл бұрын
the player in example 3 doesn't have a movement script, so when i start the game the player can't move. and since the player doesn't exist since its being generated, i cant add it to the script used in earlier videos. Am i supposed to write a script that takes being generated into account? is that a thing?
@caespaillat4 жыл бұрын
I figured out a solution. While you cant add the Nav Mesh Agent of the player from the Hierarchy like you normally would, you can look at the prefab in Inspect and drag the Nav Mesh Body down into the script. And for the camera just add the starred lines into the level generator script. public class LevelGenerator : MonoBehaviour { *public Camera camer;* void Start () { *player.GetComponent().cam = camer;* by making a "public" Camera, you can insert the Main Camera into the generator script. The second starred line gets the script for movement and applies the camera to it, satisfying all its needs.
@AnteBrkic6 жыл бұрын
But when it dynamically generates path with moving objects it takes into consideration objects position at the moment when path is requested, it does not update the path dynamically as the player moves, right? What would happen if you click on point A and WHILE the player is moving to that point, one of the moving objects blocks the path?
@kunal007kj6 жыл бұрын
Another great tutorial!!! Can you please explain a procedural level generation a bit in next video ...Thank you
@NagyerdeiKorisok6 жыл бұрын
this is great! is there a way to make it even more dynamic? so for examle the moving blocks are enemies. choose the less crowded area and also do not move continuously, maybe wait at some point until the area clears?
@ChrisBurns3D6 жыл бұрын
Great videos, If you had an open world game, with a destructible wall, would you trigger the navmesh to rebake when you destroy the wall allowing access for the AI to travel through? Thanks
@thegoodthebadandtheugly5794 жыл бұрын
These videos are great, thanks!
@Cybored.6 жыл бұрын
Thank you for slowing down the talking speed.
@MrRED25236 жыл бұрын
Great tutorial dude !
@ACWraith6 жыл бұрын
My project procedurally generates levels with non-uniform tiles (distorted 4-sided/6-sided prisms) which themselves are also procedurally generated. The tiles do not fit into boxes/capsules so I can't automatically carve a navmesh. I know specifically where each vertex is and could build a floor mesh if I knew what to do with it afterward. Is there a way I can still create a useful navmesh? The non-carving obstacle option makes it seem like I might as well forget about it and use some form of A*.
@KEM4OFFICIAL6 жыл бұрын
I would like to see how you work with HeighMesh thats not just a plane but for instance "low poly island" which has height (movement on top of that)
@KEM4OFFICIAL6 жыл бұрын
The reason behind this is because NavMeshAgent X/Y/Z is changing all the time (by 0.00000x value) when animation is applied and then it starts to become glitchy.
@derpypugp12846 жыл бұрын
For some reason my player can’t equip a main camera..does anyone know how to fix this?
@kontempler6 жыл бұрын
yes, i have same problem.
@elturkocharro5 жыл бұрын
Hi folks!, what should be the best way to create a simple demo about cars moving from a street? WIth some logic and pathfinding to move around the different streets? Anyones knows some place to start with? Thanks in advance!
@baboucheone48415 жыл бұрын
Hey! No, if you want to do the same system that GTA use to create traffic, all you need is to create path for cars using spline look at these image on this asset. assetstore.unity.com/packages/templates/systems/road-traffic-system-21626 Hope this help you
@222ableVelo6 жыл бұрын
There seems to be no "NavMeshSurface" type anymore. I'm using 2018.2. Can't really use this video for procedural updating I guess as it has become outdated already.
@IceeSwirl6 жыл бұрын
Got the same problem :/ I wonder what the alternative is
@张辉-v5h6 жыл бұрын
I found the same problem, and figured it out. Here it is: 1) Goto: github.com/Unity-Technologies/NavMeshComponents , download the code; 2) Copy the code into you project folder; 3) Click "GameObject, AI, NavMesh Surface" You got it! Ref: docs.unity3d.com/Manual/NavMesh-BuildingComponents.html
@Wh1teQueen5 жыл бұрын
Is this also possible if you use tiles let's say cubes as a ground each tile one cube and the cubes will be created after Player action (prefabs will spawn in )
@kyleclark7956 жыл бұрын
This is an amazing tool and as always an great tutorial on utilizing it, especially with procedural generation, very cool. I am very interested in using this in a slightly different way though and I've searched for resources on the subject and came up empty so far. Is there a way to allow end users to input their own models and utilize run-time Navmesh generation to allow AI agents to navigate it? I'm trying to create a tool for myself and other architecture students to use to place their building model, place some spawn nodes, adjust what kind of AI they would like to spawn, place pre-made objects/furniture with set tags for those ppl to interact with (ppl who work in the building, visitors, ppl coming to eat, kids playing, etc... think SimTower). That way it could be a conceptual tool to make the building model come alive, test procession/circulation, emergency exit procedures, etc... Since this is such a new feature I can't find a damn thing about it.
@MechanizationStudio6 жыл бұрын
So how to make sure the maze you generate doesn't surround the player(blocking all the path)?
@VekoroChat6 жыл бұрын
Next tutorial A* Pathfinding AI. Ground & Flying enemies (without ground under it?).
@RitobanRoyChowdhury6 жыл бұрын
Sebastian Lague has a great tutorial series on making a complex Pathfinding system using A*. I believe it even features multithreading with multiple agents.
@mathiasnorregaard97316 жыл бұрын
Why would you need path finding for flying enemies, unless you have obstacles in the air?
@VekoroChat6 жыл бұрын
Correct, if the obstacles / walls move and change, the flying enemies should not get stuck. Also if there is no ground, this can be a problem because usually a ground is needed to calculate the way to move. But maybe Brackeys have some good work arounds for that.
@mathiasnorregaard97316 жыл бұрын
What I'm saying is, you don't need to take into account the path finding system at all if there are no obstacles in the air. You're just moving a transform from one world position to another, with nothing to stop you.
@VekoroChat6 жыл бұрын
I know that, thats why i said moving walls and obstacles in the air. ;)
@quintongordon60243 жыл бұрын
Couldn't an obstacle without the carve setting turned on be used for crowd AI. Where you want the AI to be able to move around the navmesh (can't have them carve it) while also steering away from each other.
@haachamachama74 жыл бұрын
Well, as usual, Brackeys made an inflexible tutorial for a very small margin of people. I mean, I guess this is Unity's fault for randomly removing stuff. But you have to import this into your project, github.com/Unity-Technologies/NavMeshComponents It's made by Unity, you can't get a reference to NavMeshSurfaces without it.
@Chrizzonator5 жыл бұрын
I have the version 2018.3.6f1 there isn't any "Nav Mesh Surface"-Script in there!?
@XcpRevolution5 жыл бұрын
did u get the answer to this? i am having the same issue
@Chrizzonator5 жыл бұрын
@@XcpRevolution no I didn't
@caespaillat4 жыл бұрын
@@Chrizzonator from what ive read, you download the script from his github. i think navmesh might be something you make on your own? im not sure.
@frasierm3146 жыл бұрын
Im new to this. Is NavMesh how First person shooter games detects if you run into a wall or obstacle?
@AlternicityBlogspot6 жыл бұрын
I have a navmesh in the scene with it's normal inspector window, but I don't seem to be able to locate it in the hierarchy like Brackeys does.
@TheVascar6 жыл бұрын
Is there a to add a speed modifier to an area on the nav mesh? Like this area is mud so 50% speed here.
@malware_rd98483 жыл бұрын
Brakeys, you're the best!
@Auberry1266 жыл бұрын
Is it intended that you can only see the navmesh in the scene editor when the camera is in isometric view?
@Xcrypt19914 жыл бұрын
The example project on github only has the scenes, why does it lack the animations and the scripts?
@caespaillat4 жыл бұрын
From what i saw, its only missing the PlayerController script, which is so that you follow along to learn how to write the script.
@dasmaffin16334 жыл бұрын
Is surface.BuildNavMesh(); viable when I have to update the navmesh everytime the player does a certain input (approximately once a minute)?
@GegeGreenCube4 жыл бұрын
buildnavmesh dont work on build only on editor... its a shame
@jonathansmith1146 жыл бұрын
@Brackeys Have you done a tutorial on grappling hooks and making a character vault over a block or something? I'm going to go through all the videos, but for my own purposes I would like to know where to start for this particular feature.
@CamoflaugeDinosaue6 жыл бұрын
So it would be a bad practice to have a navmesh agent also be a navmesh obstacle?
@CamoflaugeDinosaue6 жыл бұрын
Not really, considering agents don't calculate another agent in their path until they actually run into it. Better AI would be able to calculate it from a distance "based on sight" if you will.
@dhojebonufang6 жыл бұрын
hi, is there anyway i can make the player jump on the moving platforms with navmesh? like in platform games
@strenfex61646 жыл бұрын
Hi, i build a .apk unsigned and i can install on my device. when i build a .apk signed , i cannot install on my device. And i have no error message of the build. i think i make all ok. what is my problem? where is the error? i need help please
@MrJoJI6 жыл бұрын
Awesome brackeys I love your videos
@markaldrich87535 жыл бұрын
Is there an additive version of this? IE: moving platforms the AI can walk on, or adding AI-navigable walls and bridges in an RTS?
@bagins826 жыл бұрын
Great tutorials! But I have one question about using the BuildNavMesh. I'm trying to make game that generate random blocks of maze when player (units) is approaching them and i'm using this method to calculate mesh, but it blocks the ui for a second. Is there a way to move it to bg thread?
@mmueller38366 жыл бұрын
Thanks for this nice video that was that waht i am looking for
@mahiri58686 жыл бұрын
Yes! Brackeys is making an AI series?!
@Ashutosh007226 жыл бұрын
Hey can we navigate a player on click but it can only move 90 degrees only with this?👍
@sharif475 жыл бұрын
I haven't tried it yet. So, I was wondering how to make a bunch of enemies that will come for the player but avoid hitting each other. If we use navmesh obstacle component, won't each enemy think of itself as an obstacle and thus stop moving?
@MsRedNebulaPlays5 жыл бұрын
Usually enemies would not be navmesh obstacles, they would be navmesh agents, just like the player character. Instead of them going where you click, their SetDestination target could be the player's current transform.position.
@sharif475 жыл бұрын
@@MsRedNebulaPlays yes, I understand that part. I'm wondering whether they clip through each other while following the same route.
@MsRedNebulaPlays5 жыл бұрын
@@sharif47 As long as they have colliders, they'll avoid eachother. There was another video on the subject called "Crowd Behaviours on a Dynamic Navmesh in Unity" that shows it in action.
@theparashari58332 жыл бұрын
Can you make tutorial a maze which can automatically changed gate open close system
@T1m0the0S6 жыл бұрын
Hi, ! Can I use a navmesh for a dynamical generated maps or for a pre-generated maps only? Sorry for my english. Tnx for attenshion.
@neociber246 жыл бұрын
Тимофей Улитин you can use the same process for dynamic generate, but will be more expensive.
@afterworldstudios65393 жыл бұрын
For those using older version of unity than the date on this video these features are not available!.
@ИванТаранов-ь5с6 жыл бұрын
1) Hasn't a new video with navmesh surfaces links published yet? 2) Can you use the last version (2018) for your next videos? Because, for example, a lot of AI scripts were removed in 2018 and now there is a NavMesh window to set up it.
@j3ns6 жыл бұрын
What's the Difference between the included Nav Mesh Stuff and the scripts you are using?
@zodix446 жыл бұрын
why is brakeys so amazing?
@HypeGamer-rv6ub6 жыл бұрын
Cool the first one helped a lot but this one doesn’t because of the type of game I am making but it was still cool. If you can make a video about selecting characters because I have more then one nav mesh agent that would be handy but I don’t mind if you dont 😃
@youtubeminute43886 жыл бұрын
When I was experimenting with a navmesh, I had a weird occurrence where the agents all gathered into one point as if the goal/target was there. (Maybe I should name it target instead of goal in the script) Anyone I know why this happened? I had a goal where they gather up and removed it, now there are no goals or targets in the scene and they still gather up like that.
@l-yakuza50276 жыл бұрын
why i get this error?? Source mesh Combined Mesh (root: scene) does not allow read access. This will work in playmode in the editor but not in player UnityEngine.AI.NavMeshSurface:BuildNavMesh()
@casinatorzcraft6 жыл бұрын
I have enemies on a boat that is moving so how would I implement that?
@Max2000skill3476 жыл бұрын
Same thing I guess, just set GROUND and WATER in layers 😁
@vincentfondevila-vidal57066 жыл бұрын
I, your videos are amazing ! Could you please make a video about proceduraly generated levels ! you're amazing !