In this video I will be showing you how to setup 3d pathfinding in the Godot engine in mins. For this tutorial I am using Godot 3.3. Github link: github.com/Ray... Kickstarter link: www.kickstarte...
Пікірлер: 46
@euanpettigrew67673 жыл бұрын
I've been trying to implement this kind of 3D movement for months. Could never get the ramps to work; either slid down them or I couldn't jump. This is perfect, Thank you!
@euanpettigrew67673 жыл бұрын
Great tutorial, you've earned a subscription from me. Thank you
@sir_timon Жыл бұрын
thanks a lot, your the first of idk 6 tutorials that worked, i'll add a secret referance to your channel :)
@Kio_Kurashi2 жыл бұрын
2:10 Okay, but _why_ does it work best for your level? What charcteristics influence that decision? I know this is a "in minutes" type video, but I really feel like a lot of stuff was glossed over. I hope if I go looking I can find a more detailed video from you on this topic so that I can learn the nuances while having this video as quick step by step.
@kotarou85302 жыл бұрын
the size of the enemies and the scenario in general
@kotarou85302 жыл бұрын
the size of the enemies and the scenario in general
@drsamuelhaydensecretgaming67492 жыл бұрын
@@kotarou8530 what implementations would need to be made to upscale the enemy boi
@kotarou85302 жыл бұрын
@@drsamuelhaydensecretgaming6749 change the height and radius?
@drsamuelhaydensecretgaming67492 жыл бұрын
@@kotarou8530 that would be smort, unfortunately I am in a delirious state rn and don't remmeber writing this
@xenasBS2 жыл бұрын
I don't know how actively you engage with comments, but I'mm looking to figure out how to make an enemy jump from platform to platform when chasing a player. I see you have platforms in your level, but would this method actually allow for something like that? If so, what would need to be added?
@dourwolf6697 Жыл бұрын
The reason that some people's enemies get stuck is due to y component of the vector created just after 7:19. It needs to be zero. It's basically trying to tell the enemy to simply walk upwards into the sky, which is obviously impossible.
@jayxofficial51262 жыл бұрын
Thanks a lot man this was extremely helpful and fast 👍
@n.lwhitaker5723 жыл бұрын
Just about line by line what we ended up having to do with our enemies, but layer masking the world physics wasn’t quite an option- so characters do indeed get stuck
@rayuserp3 жыл бұрын
are you talking about my implementation of this when talking about characters getting stuck? If so I will need to look into it some more and see if i can find a solution
@n.lwhitaker5723 жыл бұрын
@@rayuserp Oh no- our implementation, we had to do about a year ago, I stumbled on your vid on Reddit, curious if you did it differently-
@rayuserp3 жыл бұрын
@@n.lwhitaker572 ah i see ok and yeah some other implementations i have seen people do actually dont even add a collision shape for the enemy so they dont get stuck but i don't really like this approach so i opted to instead simply disable collisions for the enemy on the world layer using the collision layers
@jusdee89 Жыл бұрын
Thank you! Really great video, definitely helped me getting the enemy chasing my player:) my player only immediately gets hurt by the enemy, any idea why that happens?
@danieldarko64953 жыл бұрын
One word; Awesome
@vinay_dias3 жыл бұрын
Informative 👍🏻
@rayuserp3 жыл бұрын
Glad you think so!
@nowherebrain2 жыл бұрын
EDIT: nvm...you fixed what I mention. you'll get an error when checking the distance_to() < threshhold if you are on the last index..it will index it and will be out of range...I'm sure you know this..you might even fix it further in the video.
@hogandromgool2062 Жыл бұрын
Glad you watched a little further to realize this. He seems to be a backward progression coder, he writes function bodies before assigning variables.
@VoltitanDev2 жыл бұрын
Question, would 3d pathfinding be ideal for the enemy patrolling the level as well as chasing the player or would another node be needed?
@rayuserp2 жыл бұрын
You can definitely use pathfinding for it though I would combine it with a area node to essentially detect if the player is within the enemy's detection area if so chase the player using pathfinding
@kotarou85302 жыл бұрын
ty bro, helped me a lot :)
@fikogames71962 жыл бұрын
i have a static body in the shape of a half-pipe if that makes any sense. but no mesh shows up when i bake the nav mesh. i have made the static body a child of the nav mesh, and it works with other static bodies, but not the half pipe.
@rayuserp2 жыл бұрын
hm that's really weird were you able to solve the issue?
@fikogames71962 жыл бұрын
still no, i’ve been trying for a while
@chocogame16492 жыл бұрын
thanks!!! bro :)
@drsamuelhaydensecretgaming67492 жыл бұрын
How do you make the enemy ai's head follow you?
@ddoober Жыл бұрын
probably using rays
@adnad84583 жыл бұрын
Why not use Godot 3.3.2?
@rayuserp3 жыл бұрын
I just haven't updated my version, tho it shouldn't really matter for this tutorial as 3.3.2 is basically the same as 3.3 but with additional bug fixes but I will be updating my godot to 3.3.2 for the next video i do
@SAHILTHEGAMER0420 күн бұрын
someone help for godot4.2 please
@spartam76782 жыл бұрын
how doind for my enemy look at me when he walk
@DexterZCoder3 жыл бұрын
Oops theres as lot in this channel! SUBS!
@Ryixxx Жыл бұрын
my engine crashes if i try to bake sooo..
@rayuserp Жыл бұрын
What version of Godot are you using? I believe the newest version is using the new navigation server.
@Ryixxx Жыл бұрын
@@rayuserp Im using 3.5.1 on Mono. I think it might be baking to many meshes but even when i simplified many things to be 1 mesh such as 4 walls making up 1 big wall i just turned to one long wall using one mesh. i do have spatials but that dont do anything right?
@dva68522 ай бұрын
look at?
@greyly_2 жыл бұрын
I know it's hard to narrate this kind of step-by-step video, but I want to point out that you say "actually" about 100 times per video.
@asny17 Жыл бұрын
Invalid call. Nonexistent function "get_simple_path" in base "Node (game.tscn::15)". Help please
@bedroomvampire Жыл бұрын
i know it's three months ago, but in case someone else looks for it check if the enemy is outside the nav mesh instance but still inside the navigation