Simple Enemy AI in Unity (State Machine, Find Target, Chase, Attack)

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Code Monkey

Code Monkey

Күн бұрын

Пікірлер: 392
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
Here's the basic Enemy AI I've used in several of my games, very easy to make and easily expandable to fit any game! 🎮 Play 7 Awesome Games (Action, Strategy, Management) and Help Support the Channel! ✅ Get the Game Bundle 67% off unitycodemonkey.com/gameBundle.php
@arturkaczan1776
@arturkaczan1776 4 жыл бұрын
I just have bought a Hyper Knights for fun :)
@willkeith8699
@willkeith8699 4 жыл бұрын
Does this work for 3D projects as well?
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
@@willkeith8699 Sure, everything is working with Vector3
@aceofdiamonds1285
@aceofdiamonds1285 4 жыл бұрын
Will this work with nav mesh agents attached?
@Dailymoresuccess
@Dailymoresuccess 4 жыл бұрын
Can you show tutorial for pathfindingMovement ?
@Adidaas
@Adidaas 4 жыл бұрын
Hahah, I can't believe it. I always thought that State Machines was gonna be something complicated to learn. But State Machine is literally just switch cases of different enums. That's super straight forward. Maybe it's just the name ."State Machine" sounded so intimidating. Thanks for the clear and concise tutorial! And especially thanks for not murmuring and for writing correct and clean code to follow!
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
Hehe yup the name State Machine does sound intimidating, I had that exact thought when I first heard the term until I realized that's what I had been doing all along.
@anjobihis2052
@anjobihis2052 4 жыл бұрын
This is so true lol!
@ludovicmahieu8278
@ludovicmahieu8278 4 жыл бұрын
The version with abstract state is much more complicated (but powerful) :)
@ludicrouS_406
@ludicrouS_406 3 жыл бұрын
State Machine are just facy words for a simple thing that makes people feel smart 😂
@asdfghjkl-jk6mu
@asdfghjkl-jk6mu 9 ай бұрын
@@ludicrouS_406 what else would you name it to describe it accurately lmao?
@minibubblegum5108
@minibubblegum5108 3 жыл бұрын
PLEASE BEAWARE for people confused at different codes from 5:53, there has been some slight tweaking in values, so practice with the project files given above. I depressed myself for using 1f as reached position distance. if you are deleting the Enemy AI script and creating your own in the project files, see the Enemy AI script in the files first. And thank you Code Monkey for showing me a new way to use A star.
@serialchiller9183
@serialchiller9183 4 жыл бұрын
This intro song has become iconic. Please don't change it even though you change the visuals. X) Keep up the good work!
@alperatmaca6430
@alperatmaca6430 3 жыл бұрын
dude i've been searching non-stop for a tutorial ike this! thanks for the amazing tutorial!
@ScrubInstitute
@ScrubInstitute 3 жыл бұрын
Why I like code monkey? Because he explain everything in a simple way. He deserves more subscribers. If you want to get more views, I recommend to change the thumbnail style.(just a suggestion)
@CodeMonkeyUnity
@CodeMonkeyUnity 3 жыл бұрын
I'm glad you found the videos helpful!
@ScrubInstitute
@ScrubInstitute 3 жыл бұрын
@@CodeMonkeyUnity why don't you make a racing game?
@neozoid7009
@neozoid7009 2 жыл бұрын
Awesome Tutorial and enemy system
@fardin3m39
@fardin3m39 4 жыл бұрын
its so awesome he popup all previous tutorial that maybe you have question about at the start
@tyleranders9972
@tyleranders9972 4 жыл бұрын
I agree
@elroymusic6363
@elroymusic6363 4 жыл бұрын
One day you will have created an AAA game in the Code Monkey Cinematic universe when combining all these tutorials.
@commissargab6181
@commissargab6181 3 жыл бұрын
A triple a monke gem
@TheGozeraye
@TheGozeraye Жыл бұрын
I'd be so lost without these thank you!
@jvcmarc
@jvcmarc 4 жыл бұрын
hey, can you make a video about how to make updates/patches for a released game?
@gouravsoniya2366
@gouravsoniya2366 9 ай бұрын
​@Shoo897 she was little straight forward 😂
@abandonedgoals4067
@abandonedgoals4067 4 жыл бұрын
Just wanted to say, love your channel! :)
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
Thanks!
@matt10y27
@matt10y27 4 жыл бұрын
This is cool! Such a clean and concise way to implement the state changes with an enum and then a switch case.
@TheStigChristensen
@TheStigChristensen Жыл бұрын
Would love to see a similar video for a friendly AI! A bot to help in singleplayer, when there's not a second player around
@electromorphous
@electromorphous 4 жыл бұрын
You're absolutely owning it with these videos. These are really very helpful.
@medmel2160
@medmel2160 4 жыл бұрын
thanks for the quality content as usual. Gratz in advance for the 100k sub ! You deserve it and deserve much more
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
Thanks!
@generichuman_
@generichuman_ 2 жыл бұрын
Damn, I never thought of just having a static instance to use in another script. Avoids making spaghetti with dependencies, super clean!
@Andrew90046zero
@Andrew90046zero 4 жыл бұрын
I haven't gotten deep into Ai in my game yet, and I was planning on making an entire fully blown State Machine class just to do wandering and movement. But this is exactly what I needed. And When I get around to it I will actually do what you did with the enums.
@USBEN.
@USBEN. 2 жыл бұрын
Beautiful.
@Nicoulex
@Nicoulex 4 жыл бұрын
Your channel has insane content ! keep on rockin'
@rafaelcorrea7959
@rafaelcorrea7959 4 жыл бұрын
You should publish Code Monkey utilities as a free asset in the unity asset store.
@filipgawlik3259
@filipgawlik3259 4 жыл бұрын
And this time I was not disappointed.
@aggressivemastery
@aggressivemastery 4 жыл бұрын
ECS? DOTS? Love you
@adansmith6174
@adansmith6174 6 ай бұрын
The best tutorial!
@insaneduane
@insaneduane 3 жыл бұрын
Thank you for this easy to follow and well explained tutorial on making a State Machine/FSM. Many other videos on this subject tend to get convoluted and "lost in the weeds" so to speak. I've used the Mecanim system as a FSM but I've found that to be a bit buggy (OnStateEnter and OnStateExit seems to not always work (probably my fault)) so I used your method and my VR zombies are acting and sounding like I want them to. I liked this video and I am subscribed. Thanks again!
@CodeMonkeyUnity
@CodeMonkeyUnity 3 жыл бұрын
Thanks! Glad you liked it!
@anjobihis2052
@anjobihis2052 4 жыл бұрын
Code Monkey, how did you learn to code like this? Is it because that you code so much and research by self-teaching yourself i.e. reading C# and unity API documents? Learning from others? How did you come up with this advanced yet simplified codes?
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
It's really all about experience, I've been writing code for 20 years so in all that time I've written some basic AI implementation dozens of times. It really is just trial and error, start trying to do something, think of exactly what I need to accomplish my goal, and try to make it while constantly trying different approaches, reading the manuals and googling for answers. So yeah, the more you do it the better you become. Best of luck in your own journey!
@anjobihis2052
@anjobihis2052 4 жыл бұрын
@@CodeMonkeyUnity Thank you so much, Code Monkey! I appreciate this a lot! And your videos are sooo good!! Keep em coming! :D
@rahulkumarjha2404
@rahulkumarjha2404 4 жыл бұрын
Thanks for this awesome tutorials .
@II-wu3wz
@II-wu3wz 4 жыл бұрын
Where can I find "EnemyPathfindingMovement" you mentioned? You said you created it in another video, is it A*?
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
Yes it's A* kzbin.info/www/bejne/l524YWeeq99pgpY
@II-wu3wz
@II-wu3wz 4 жыл бұрын
​@@CodeMonkeyUnity There is no EnemyPathfindingMovement, nor a GridPathfinding, I watched every Tutorial for this, it's a bit frustrating. :D I imported now parts of your project and adapted it to my project, but I can't access namespace GridPathfinding, in EnemyPathfinding it throws me a nullreferenceexception at line 97 "pathVectorList = GridPathfinding.instance.GetPathRouteWithShortcuts(GetPosition(), targetPosition).pathVectorList;" But I have the GridPathfinding in my Project, can you help me? I also did a Debug, the reference is just null, the folder for namespace GridPathfinding is in the same folder for me other AI stuff. And in which tutorial you created all this stuff? Definitly not in A* :D I have to add: Reading all the other answers you give here seems like you don't really know the content of your own videos, there is no EnemyPathfinding, no GridPathfinding.
@vishwahsiva8738
@vishwahsiva8738 4 жыл бұрын
@@II-wu3wz seams like the codes are in EnemyAI.unity pakage check it out
@ceciruiz4262
@ceciruiz4262 3 жыл бұрын
@@II-wu3wz I have the same error and I haven't found a solution :(
@TheKodiakDJ
@TheKodiakDJ 3 жыл бұрын
I don't know if I'm in time to help anyone out in this thread, but for people looking for those scripts in the future, they are in the subfolder TopDownShooter\Scripts in the EnemyAI unity package.
@tostpl8258
@tostpl8258 4 жыл бұрын
I think it's really good thing to show us your function (like getrandomdirection) . Sorry for my English if I did smth wrong
@lennyseed9255
@lennyseed9255 3 жыл бұрын
Thank you for this awesome video
@Stinger-rq4gy
@Stinger-rq4gy 3 жыл бұрын
I saw this its great, thank you sooooooooooooooooooooooooooooooooooooooo much.
@ezekielakande5501
@ezekielakande5501 4 жыл бұрын
Finally found someone useful
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
I'm glad you like what you see!
@david-spliso1928
@david-spliso1928 4 жыл бұрын
Thank you CoMo.
@juicedup14
@juicedup14 4 жыл бұрын
Thanks patrons
@glebgrozin6872
@glebgrozin6872 4 жыл бұрын
You're the man. Bless
@levanapakidze1606
@levanapakidze1606 4 жыл бұрын
isn't returning a static instance of a player game dependant code ? what if I attach that script to multiple instances ?
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
Yes, if you have a design that involves the enemy targeting more than just the player you need to modify that.
@Exisss
@Exisss 4 жыл бұрын
Really Helpful, as always :)
@carrihook1094
@carrihook1094 Жыл бұрын
When I download the project I get the error LWRP does not exist in the namespace UnityEngine.Experimental.Rendering and The type of namescape name 'Light2D' could not be found
@CodeMonkeyUnity
@CodeMonkeyUnity Жыл бұрын
LWRP has been renamed into the Universal render pipeline, I covered that in the FAQ on the download page, you just need to change the using statement
@SwampySongs
@SwampySongs 3 жыл бұрын
Do you recommend navmeshes for things like this? The problem I run into is adding complexity/randomness to a navmesh.
@CodeMonkeyUnity
@CodeMonkeyUnity 3 жыл бұрын
Your Movement method is separate from the AI logic, you can use a NavMesh or just an A* Grid or in the video it uses no pathfinding. All of them work just fine.
@SolidMotionVFX
@SolidMotionVFX 3 жыл бұрын
Great video. How do i setup so enemies if close to each other they should avoid on and other.
@pythora4173
@pythora4173 4 жыл бұрын
I downloaded the project files and put them in Unity, but it didnt work because there were so many errors. Fix?
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
What didn't work?
@pythora4173
@pythora4173 4 жыл бұрын
@@CodeMonkeyUnity I'm not really sure, but the enemy ai script had a lot of error messages
@estusmedia1887
@estusmedia1887 4 жыл бұрын
I've followed this up until the point where you run the first test, I have all of your project files but when I try to run the test with what i have so far I get an issue with Object reference not set to an instance of an object EnemyPathfindingMovement.SetTargetPosition and because of it my Enemy won't move at all, how do I fix? The error only appears on play.
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
You have something set to null, add a Debug.Log to figure out what it is
@estusmedia1887
@estusmedia1887 4 жыл бұрын
@@CodeMonkeyUnity I eventually figured out it's tied to the fact I don't have the Aim System because I'm looking to make a Melee character, but it seems in order to use the Pathfinding, you need to use the aim system, which then involves me basically needing to use the entire project for the topdown shooter due to how everything is linked together?
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
​@@estusmedia1887 The Pathfinding does not require any aim system at all, it just has a Grid and calculates a path, it has no concept of Units or Aim or anything, it's a completely independent system. Check out the Grid System videos and the Pathfinding one kzbin.info/aero/PLzDRvYVwl53uhO8yhqxcyjDImRjO9W722
@estusmedia1887
@estusmedia1887 4 жыл бұрын
I've done both of those just having difficulties with this one now, I'll come back to it when I have a better understanding and experience and hopefully I'll be able to understand, appreciate all the great videos!
@MarkFilliph
@MarkFilliph 2 жыл бұрын
very useful video! thanks for sharing! Which video is the EnemyPathfindingMovement script? I can't find on your channel.
@CodeMonkeyUnity
@CodeMonkeyUnity 2 жыл бұрын
I covered A* Pathfinding here kzbin.info/www/bejne/l524YWeeq99pgpY
@BlastGamer77
@BlastGamer77 Жыл бұрын
@@CodeMonkeyUnity Problem: Absolutely nothing on the enemy pathfinding script is in that video.
@thederbly6009
@thederbly6009 Жыл бұрын
Is the path finding script required for this to work?
@dextermunashemuwodzeri942
@dextermunashemuwodzeri942 4 жыл бұрын
Can you please continue making more AI tuts
@TalkingRaven_
@TalkingRaven_ 2 жыл бұрын
Would creating state_class that inherit an interface Istate with a dosomething() function and then using them as a sort of currentstate.dosomething() for the update function be advisable? or is Switch case still better? I'm currently looking into it for scalability in terms of AI behavior so it can still look clean even with a lot of different states.
@CodeMonkeyUnity
@CodeMonkeyUnity 2 жыл бұрын
Yup that's a very valid approach and if you do have tons of states then yup I would recommend that over switch states.
@TalkingRaven_
@TalkingRaven_ 2 жыл бұрын
@@CodeMonkeyUnity Thank you for the quick reply!
@davestomper3428
@davestomper3428 Жыл бұрын
what do we do if we don't have your previous scripts already ?? I downloaded the your utilies are they in their ????????
@CodeMonkeyUnity
@CodeMonkeyUnity Жыл бұрын
What scripts? the point of this video is to learn how a State machine works, every game is going to have different AI specific logic, there's no point in copying the specific logic I used in the demo
@raposaarvorelua4099
@raposaarvorelua4099 4 жыл бұрын
thank you for the tag "unity 3d" when its not for 3d
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
Everything shown here works exactly the same in 3D, all the functions even use Vector3's Go ahead and apply it to your own 3D meshes and everything will work.
@dementovoid2255
@dementovoid2255 2 жыл бұрын
How can I get EnemyPathfindingMovement to be recognized by Unity? Do I have to follow the A* Pathfinding tutorial before I follow this tutorial?
@CodeMonkeyUnity
@CodeMonkeyUnity 2 жыл бұрын
Yes, or use any other pathfinding system you want
@akashverma4280
@akashverma4280 4 жыл бұрын
Hello, thanks for tutorial! I wanted to ask an unrelated question. Do you think making mobile games as an indie dev would pay off? I'm in last year of graduation of my CS degree. I'm thinking of trying to pursue gamedev full-time.
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
Definitely give it a try, especially while you're still in school, but don't risk going at it full-time, do it as a side project along with a stable job. It's an extremely competitive industry and very difficult to make a living kzbin.info/www/bejne/jJ3GoKNmqt15f7M
@akashverma4280
@akashverma4280 4 жыл бұрын
@@CodeMonkeyUnity Thanks for taking time to reply. I have already watched that video cuz I'm already subbed. It had some nice tips. But working with a full time job would definately wear me out. I have plenty of time now, I'm at home due to current pandemic situation, I got no loans to pay and I have no urgent need for money. What I'm saying is that, I try gamedev till my graduation and see how it goes. And if it didn't go well I'll say goodbye to it and get a corporate job, but if it did go well (ik chances are very thin) then I consider it doing full-time. Also, where I live, cost of living is less. I could really use some guidance right now. Because I don't know any game dev in person. Thanks for reading.
@ChadRepson
@ChadRepson Жыл бұрын
Thanks code monkey!
@MrFarkasOfficial
@MrFarkasOfficial 4 жыл бұрын
alright, alright, you`ve got my subscription.
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
Glad you like what you see!
@MrFarkasOfficial
@MrFarkasOfficial 4 жыл бұрын
​@@CodeMonkeyUnity i`m still a noob though. having trouble with the EnemyPathfindingMovement part of the void awake function. console says the namespace can`t be found. my guess is i need another c sharp script, the EnemyPathfindingMovement script but i don`t know where to find it.
@MrFarkasOfficial
@MrFarkasOfficial 4 жыл бұрын
@@CodeMonkeyUnity nevermind, solved! :D
@RawHunterX
@RawHunterX 4 жыл бұрын
Very informative, if youd like to expand upon it in the future, heres a suggestion: Do the New Mario Bros. Goomba behaviour. Basically whats new compared to the old ones is that besides patroling and falling off edges, it siwtches to chase the Player if in sight. However, it also pauses for a second, jumps up a bit, then it charges faster and if you jump over it, it changes the position to face the Player but slides a bit backwards due to the charge momentum.
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
Yeah doing some Platformer/SideScroller AI is definitely something I want to cover.
@troelsholm9761
@troelsholm9761 3 жыл бұрын
So if i don't use your utils, how do i do the code then? public class Patrol : MonoBehaviour { public static Vector3 GetRandomDir() { return new Vector3(UnityEngine.Random.Range(-1f, 1f), UnityEngine.Random.Range(-1f, 1f)).normalized; } private Vector3 startingPosition; private void Start() { startingPosition = transform.position; } private Vector3 GetRoamingPosition() { startingPosition + GetRandomDir() * Random.Range(10f, 70f); } }
@josueccama303
@josueccama303 4 жыл бұрын
hi, nice video. Please make video about isometric tile map with ECS. thanks
@Irategamefan
@Irategamefan 3 жыл бұрын
I'm just wondering but could this work in a 3D space? By Space I mean Space like a flying sim?
@CodeMonkeyUnity
@CodeMonkeyUnity 3 жыл бұрын
Sure, the logic is based on Vectors, it doesn't care if those vectors have a y of 0 or not
@rameezsafdar6563
@rameezsafdar6563 4 жыл бұрын
This is so informative, i wish you had an advanced AI tutorial as well
@bellatorpoeta
@bellatorpoeta 3 жыл бұрын
How would I apply this state machine to a turn-based system with several enemy units? I would need to keep track of which unit is being controlled as well as have an indicator to not go to a new unit until done, but doesn't break reset the variables?
@CodeMonkeyUnity
@CodeMonkeyUnity 3 жыл бұрын
Each Unit would have their own state machine and then a general Turn System would handle who is active, I covered something like that here kzbin.info/www/bejne/ZoK4YayMZaiMipY
@Hypocat
@Hypocat 4 жыл бұрын
Hey, I hope this is not stupid question but where is the video where you do the EnemyPathFindingMovement? I can't find it.
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
Here kzbin.info/www/bejne/l524YWeeq99pgpY
@Hypocat
@Hypocat 4 жыл бұрын
@@CodeMonkeyUnity thank you very much.
@terrytech8812
@terrytech8812 4 жыл бұрын
How would we go about making the enemy avoid walls ?..... and without the NavMesh System. Well is suppose they cant see you because there's a wall so make them forget about you and target something else randomly. So then it comes down to using a raycast and detecting if the enemy has line of sight to its target.
@Sartoris36
@Sartoris36 4 жыл бұрын
Thank you for this video! Do you have any suggestions on how to make the enemy avoid obstacles without using pathfinding? Perhaps by turning when encountering an obstacle, or something similar? That would be very helpful.
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
If you just want avoidance like keep away then just keep a reference to it and test the distance. But if you want avoidance in order to reach a target then thats the definition of Pathfinding so I'm not sure what you're exactly trying to do.
@Sartoris36
@Sartoris36 4 жыл бұрын
@@CodeMonkeyUnity Thank you for your reply. I should have been clearer: what I am referring to is a system for the enemy to chase the player or look for him without using A* pathfinding, but by linecasting around him and basically "feeling out" the environment. So for example, when he "feels" or "sees" an obstacle, he turns to go around it. Here is an example of that: twitter.com/i/status/1089989454704582656 I would love to see you implement something like this :)
@Krebzonide
@Krebzonide 4 жыл бұрын
I would like to make 2 ai attack each other. Is there a way to detect only the closest enemy so I don't have to run a large for loop for each unit?
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
If your enemies have Colliders you can use Pysics2D.OverlapCircle(); to locate all colliders near a certain position
@xplo8950
@xplo8950 3 жыл бұрын
Is there a playlist encompassing all of the tutorials in order
@CodeMonkeyUnity
@CodeMonkeyUnity 3 жыл бұрын
Most of the tutorials are standalone, so just browse my video list and look for the topics that interest you
@chrisfarlee6496
@chrisfarlee6496 3 жыл бұрын
So one thing i was wondering, is it better to use A* for path finding or a 2d NaveMesh?
@CodeMonkeyUnity
@CodeMonkeyUnity 3 жыл бұрын
A* is the algorithm, NavMesh uses A* to calculate the path. Do you mean Grid vs NavMesh? That depends on the structure of your levels
@chrisfarlee6496
@chrisfarlee6496 3 жыл бұрын
@@CodeMonkeyUnity Good to know thank you! and i guess i did mean Grid vs mesh, sorry! i've only been working with unity for around 8 months and am still learning by day! I found a 2DNavMesh on Github that allows you to use unity's built in NavMeshAgent component directly and i've been using that for top down enemies, and i was just wondering if that's the most optimal way to implement it i guess!
@fv4202x
@fv4202x Жыл бұрын
How do I make pathfinding for non grid based top down 2d games?
@CodeMonkeyUnity
@CodeMonkeyUnity Жыл бұрын
Use NavMesh, although not sure if Unity's built in NavMesh supports 2D nowadays, I think there's an extension unitycodemonkey.com/video.php?v=atCOd4o7tG4 Or use something like the A* Pathfinding Project unitycodemonkey.com/video.php?v=46qZgd-T-hk
@Rejnols
@Rejnols 4 жыл бұрын
When i open the project in Unity i get a bunch of compile errors. Any idea why?
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
What compile errors? You're probably missing some packages
@Rejnols
@Rejnols 4 жыл бұрын
@@CodeMonkeyUnity A bunch of different ones. Just closed down the project and started working on something else. I downloaded the package files from your website, is there others i need to get somewhere?
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
@@Rejnols The project files contain all the code and assets but you still need to set up your project. If you see errors related to lights then you probably need to open the Package Manager and install the Universal RP
@thederpderp7758
@thederpderp7758 3 жыл бұрын
Thanks!
@edwinmacias7038
@edwinmacias7038 3 жыл бұрын
hello, excuse me, in which tutorial did you make the code for "enemyMain"? excellent video by the way, thanks :)
@CodeMonkeyUnity
@CodeMonkeyUnity 3 жыл бұрын
That's not directly relevant to the AI logic, you can use any movement code and any animation system you want. For example I covered 2 character controllers here kzbin.info/www/bejne/eJfCZqR_qZ56qJo kzbin.info/www/bejne/o3u1lGyhgd15ic0
@edwinmacias7038
@edwinmacias7038 3 жыл бұрын
@@CodeMonkeyUnity I'm sorry, I got confused, I was referring to "gridPathfinding", I saw the list of pathfinding tutorials, but it seems to me that I skipped some, because the class was called only pathfinding
@Rabellois
@Rabellois 4 жыл бұрын
Could you do a tutorial about State Machines without enum? Using different classes for each state
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
I'm not a big fan of inheritance so I normally use simple enum state machines. However in Battle Royale Tycoon each Building has its own logic in a separate class and then within that class I have the normal enum state machine. So I might look into making a video on how that works.
@lucamassari6708
@lucamassari6708 Жыл бұрын
Can you use the same script applied to different enemies that don't trigger the chasing together?
@CodeMonkeyUnity
@CodeMonkeyUnity Жыл бұрын
What do you mean "trigger the chasing together"? Each script instance is separate, if you have 3 enemies and one starts chasing the player it won't affect the others, if the others are far from the player they will stay in their patrol state.
@jessenance8889
@jessenance8889 4 жыл бұрын
Wonder if it could be modified to my turn based game. Each move is limited to a certain range.
@schindoneer198
@schindoneer198 3 жыл бұрын
Is there any way to do this wit the Ai from brackeys' tutorial?
@produccionesr7168
@produccionesr7168 4 жыл бұрын
I would like to make a metal gear game, do you think this can be of use to me for that?
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
Sure, all AI is just expanding upon this same concept.
@sonicherores
@sonicherores 4 жыл бұрын
Can this logic be Used for 3d games :D? thanks for the great tutorials as always your essentials have helped me make stuff so much faster.
@caxopog
@caxopog 4 жыл бұрын
Of course it can. U even can copy this code in 3D game and it may work even without additional code
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
Sure, the logic for handling the various states has no 2D or 3D dependency.
@sonicherores
@sonicherores 4 жыл бұрын
@@CodeMonkeyUnity Thank you again I thought as much but had no time to test it due to life up to what point in dev are we allowed to use your essentials incase of release. Nowhere near but goos to ask early thanks again for the wonderfull tutorials!
@evggg
@evggg 4 жыл бұрын
Hey! You are not using ShootingTarget state. All shooting locates in ChaseTarget state.
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
Yes, that state is meant to be a dummy state while the animation plays.
@emmesplaylists
@emmesplaylists Жыл бұрын
Hi, I added the package to my project, but now I have a problem I don't know how to solve (I'm new to Unity): The type or namespace name 'LWRP' does not exist in the namespace 'UnityEngine.Experimental.Rendering' (are you missing an assembly reference?) [Assembly-CSharp]. Does anyone have a tip about what should I do?
@CodeMonkeyUnity
@CodeMonkeyUnity Жыл бұрын
The Lightweight Render Pipeline has been since renamed into the Universal render pipeline, now it's under UnityEngine.Rendering.Universal;
@DoguethekillerYT
@DoguethekillerYT 4 жыл бұрын
Does it work for 3d games or in 3d projects?
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
Sure, there's nothing here limited to any perspective kzbin.info/www/bejne/aavbhZydn6-laJY
@DoraTheExplorerrr
@DoraTheExplorerrr 4 жыл бұрын
thank you hope its will work
@adeled8833
@adeled8833 2 жыл бұрын
Thank you! I have made it looking less frizzy on frames (if there are many obsticles and the path is updated often) by making a square each time im setting a new roaming path around the roaming enemy x+ -5 y+ -5 (which is 11*11 possible values) ,and then checking if there are other enemies or obsticles, then substracting these grids out the 11*11 list, then choosing random one from the clean list
@billjohnson9880
@billjohnson9880 4 жыл бұрын
If I make commercial game someday, can I use code samples or utility codes in Code Monkey?
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
Yup! Feel free to use anything you learn from these videos
@Roadis
@Roadis 4 жыл бұрын
What is the best way to do this with ECS? I was thinking about adding components or deleting them when they should do other tasks. But how is the Performance for that?
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
Yeah I guess either adding/removing components or just a component with a State enum. Multiple components might be better since you can store state specific data. Adding/Removing components is extremely fast so unless you're changing state hundreds of times every frame it shouldn't be an issue.
@artemiymak8332
@artemiymak8332 3 жыл бұрын
Hello, where I can look "previos video" with pathfinding system?
@CodeMonkeyUnity
@CodeMonkeyUnity 3 жыл бұрын
It's here kzbin.info/www/bejne/l524YWeeq99pgpY
@frazoni.
@frazoni. 3 жыл бұрын
@@CodeMonkeyUnity I was just about to ask the same, thanks for still answering questions even though the video is a bit "old". Cheers :)
@GhsT-th2gg
@GhsT-th2gg 3 жыл бұрын
is there a tutorial to make the attack system that you are using ?
@CodeMonkeyUnity
@CodeMonkeyUnity 3 жыл бұрын
I covered it here kzbin.info/www/bejne/nKaqgnmanbiDnZY
@IrvinMenezes
@IrvinMenezes 4 жыл бұрын
I'm still lost, how does the float work as a measure of distance?
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
Do you mean the float reachedPositionDistance? It's just a value based on the unit scale of your objects. In my case, my characters are about 6 units tall so I set the value accordingly. If your characters are only something like 1 unit tall then change the value.
@anonymous-oq4fv
@anonymous-oq4fv 4 жыл бұрын
hey code monkey i love ur videos but i had an issue and it is that when i put "private EnemyPathfindingMovement pathfindingMovement;" in the console puts me "The type or namespace name 'EnemyPathfindingMovement' could not be found" do you think you can help me with that i appreciate it
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
You dont have any class in your project named EnemyPathfindingMovement
@EVERYTHING-ey9em
@EVERYTHING-ey9em 4 жыл бұрын
Just need this in 3d
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
The AI doesn't care what type of perspective you use kzbin.info/www/bejne/aavbhZydn6-laJY
@EVERYTHING-ey9em
@EVERYTHING-ey9em 4 жыл бұрын
Thanks
@thomasbottino8858
@thomasbottino8858 4 жыл бұрын
Hello great tutorials u do big thanks they help Great. I bought some behavior designer and other but it was buggy and not as versatile as learning the basic that u offer us. One question about the patrolling state tho your map is very empty but how to deal with map with wall and obstacle where destination would be in the obstacle or even outside the map.
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
Add some pathfinding kzbin.info/www/bejne/l524YWeeq99pgpY
@ejazsafi4759
@ejazsafi4759 4 жыл бұрын
HEY! i made a minion with switch statement and nav mesh agent. and first case is destroy turret and after destory base. BUT when turret is destoryed it says "The object of type 'GameObject' has been destroyed but you are still trying to access it.". help me fix it how can i say ? if turret is destroyed switch case..?
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
What are you trying to do? Destroying the game object should be the last thing you do, first handle everything you need to do related to destroying the tower and only after everything is done do you destroy the game object
@ejazsafi4759
@ejazsafi4759 4 жыл бұрын
@@CodeMonkeyUnity i fixed it tnx! it was just basic syntax error... :)! but thank you!
@loot6
@loot6 4 жыл бұрын
What if he's in a small room that he can't exit from, the random range will keep selecting locations out of his range...ie outside the room...?
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
You can easily apply some pathfinding logic on top of this system in order to identify walkable and non-walkable areas.
@loot6
@loot6 4 жыл бұрын
@@CodeMonkeyUnity You didn't understand what I said, it's not about pathfinding. If he's in a room say 10 x 10 and he's plotting random distances to walk to between 20 and 50 he's just gonna constantly be finding locations outside of the room...
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
@@loot6 That IS Pathfinding. You get a random position, then check with your Pathfinding code to see if the position is reachable or too far. If it's not a valid position you generate another one.
@loot6
@loot6 4 жыл бұрын
@@CodeMonkeyUnity With pathfinding you first generate a grid, it's important that your pathfinding algorithm only finds paths INSIDE that grid, otherwise you'd be wasting processing power checking loads of locations out of range. It seems the same would apply if trapped in a limited size room. In the example I gave you above, 80% of the paths found each time would be outside the room.
@terry-
@terry- 9 ай бұрын
Great!
@macadenmiles1333
@macadenmiles1333 4 жыл бұрын
Im confused, Where is the enemyPathfinding script that you made in a previous video? this is the most confusing part of the entire video
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
You can implement the Pathfinding in any way you want. Your AI should not depend on a specific Pathfinding implementation, it should be completely separate. I covered Pathfinding here kzbin.info/www/bejne/l524YWeeq99pgpY
@pythora4173
@pythora4173 4 жыл бұрын
Does this work with 3D games as well?
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
Sure, there's nothing in this system that's specific to 2D
@pythora4173
@pythora4173 4 жыл бұрын
@@CodeMonkeyUnity I downloaded the project files and put them in Unity, but it didnt work because there were so many errors. Fix?
@Chrischek89
@Chrischek89 4 жыл бұрын
Invalid Video ID on Project files link. Did you switch the location?
@CodeMonkeyUnity
@CodeMonkeyUnity 4 жыл бұрын
Seems I put the wrong link, here it is: unitycodemonkey.com/video.php?v=db0KWYaWfeM Thanks!
@nwoudochiobinna3673
@nwoudochiobinna3673 3 жыл бұрын
Hello code monkey....do your tutorial work on 3d as well as 2d?
@CodeMonkeyUnity
@CodeMonkeyUnity 3 жыл бұрын
Yes, the AI doesn't care how the camera is set up
@nwoudochiobinna3673
@nwoudochiobinna3673 3 жыл бұрын
@@CodeMonkeyUnity Thank you for replying...that's one of the things everyone loves about you...you still reply 😃
@cristiano4826
@cristiano4826 4 жыл бұрын
Create cards for the suggested videos. Thanks :)
@shuvi1565
@shuvi1565 2 жыл бұрын
What video is the pathfinding one?
@CodeMonkeyUnity
@CodeMonkeyUnity 2 жыл бұрын
Here it is kzbin.info/www/bejne/l524YWeeq99pgpY
@hamzamusani5500
@hamzamusani5500 3 жыл бұрын
How does one set an instance 6:15
@CodeMonkeyUnity
@CodeMonkeyUnity 3 жыл бұрын
It's set on Awake()
@hamzamusani5500
@hamzamusani5500 3 жыл бұрын
@@CodeMonkeyUnity thank you
@belddap8909
@belddap8909 3 жыл бұрын
Can I use machine learning for AIs?
@CodeMonkeyUnity
@CodeMonkeyUnity 3 жыл бұрын
Sure! kzbin.info/www/bejne/sIGphmZmqcesgdU
@TheTrolderia
@TheTrolderia 3 жыл бұрын
In a 2d top down game, how do i make my AI walk random between 1-5 sec and then stop for 1-3 sec, and then walk again? :)
@CodeMonkeyUnity
@CodeMonkeyUnity 3 жыл бұрын
Add a simple timer, when you reach the position change the state to start counting the timer, when timer is done go back into the patrol state and back into the next position.
@TheTrolderia
@TheTrolderia 3 жыл бұрын
​@@CodeMonkeyUnity Thanks for quick respons - But what kind of code do i need? It's a random position, so he dosen't reach it? Is it like when he walked beetween 1-5 -X or -Y pos, change pos?
@BlastGamer77
@BlastGamer77 Жыл бұрын
The roaming code given in the first part of this video doesn't work. The EnemyPathfindingMovement script will always result in a NullReferenceException on the "pathVectorList = GridPathfinding.instance.GetPathRouteWithShortcuts(GetPosition(), targetPosition).pathVectorList;" line, even if the code is copied one to one from what you have in this video and even if the pathVectorList is made beforehand (As to not make it null). The error only happens in play mode but it prevents the whole roaming script from working properly.
@concov3000
@concov3000 Жыл бұрын
I'm getting the same issue when it come to the EnemyPathfindingMovement. Visual Studios tells me that the namespace couldn't be found :( Any fix to this issue?
@CodeMonkeyUnity
@CodeMonkeyUnity Жыл бұрын
Use Debug.Log to find what is null unitycodemonkey.com/video.php?v=5irv30-bTJw Maybe you don't have the GridPathfinding set up, maybe your unit is off-grid, maybe theres no path to that point
@BlastGamer77
@BlastGamer77 Жыл бұрын
@@CodeMonkeyUnity I did. I tested all three parts and the one that returned a NullReferenceException is the GridPathfinding.instance.GetPathRouteWithShortcuts(GetPosition(), targetPosition) part. But I have GridPathfinding setup. In fact I got it directly from the files given for this lesson on your website.
@BlastGamer77
@BlastGamer77 Жыл бұрын
@@CodeMonkeyUnity Are you going to answer my comment? Either your code doesn't work, or you failed to include critical information in your own tutorial.
@BlastGamer77
@BlastGamer77 Жыл бұрын
@@CodeMonkeyUnity Ok I have tried literally everything; your code does not work. I fixed my initial issue but now the object refuses to move even when using your exact code. The export on your website does not work; there's no scene and no way to test it. This entire tutorial is useless.
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