It is really great for Unity to explain how their Navmesh works in a video, as the documentation can be difficult to get all the required knowledge to make this work.
@ImInfenixАй бұрын
Woohoo ! This time it's my turn, I've been working with this package for the past week and got it to work as I wanted but it's nice to get this as my exact thought was that the documentation didn't provide many examples. Also I didn't take the time to have a look at everything so I guess the next video will be very interesting in my case.
@GameDevBoxАй бұрын
Such a nice tutorial! It would be great to have more complex and advanced navmesh examples.
@a3dadventure79Ай бұрын
great job Unity! More vids like this to demystify these tools!
@INeatFreakАй бұрын
0:39 Nope, the NavMesh package offers only the bare minimum, there's many missing features such as dynamically connecting them at runtime when using world streaming or knowing which NavMeshLink the agent will take during the pathfinding process, this is especially necessary when there are locked doors in your game only unlockable by NPC's with keys.
@INeatFreakАй бұрын
And no, connecting surfaces with links is not the way to do it, with that solution NPC's can't stand between them on transition area
@TheVisualDigitalArtsАй бұрын
use Nav Mesh Obstacles. use the link when they get to position to unlock the door have them not traverse the link, play an animation then disable the nav mesh Obstacle and the link until the door closes. this enables all Npcs to enter and exit locked doors. to keep them from all unlocking at once you can create a custom NavMesh Link Class that inherits from nav mesh link in this class you can keep checks for doors ect... so if they reach the link and the door is currently being unlocked you can have the npc wait until the other npc unlocks the door or is interupted.
@tejastjs9981Ай бұрын
There are workaround solutions to achieve this, like using navmesh obstacles.
@darkanice7Ай бұрын
you can force a bake on runtime, but it is not "cheap", but it allows procedural level generation...
@INeatFreakАй бұрын
@@TheVisualDigitalArts I didn't understand half of what you're suggesting but yeah I know there are some hacky ways to get it to work but my point still stands, it's not a supported or considered feature by Unity, the package itself haven't been updated in years.
@asntech4014Ай бұрын
it's been forever since unity explain about this. Super excited if they will also explain more on animator
@mrzaphkielYTАй бұрын
Don't forget to cover Area cost please. Like if in a strategy game a fire element unit can move through zones that are on fire and other units move around (if possible) the "fire zone" even if they share the same navmesh data and it will increase the time to destination.
@Joshin707Ай бұрын
Is there an API for querying paths without a navmesh agent? It seems limiting to have the navmesh agent itself handle not only the path finding but actually performing all movement, stepping, etc. itself. The height map stepping is rather jarring and sometimes you have environmental aspects that alter move speed like water, mud, etc. that should affect not just traversal cost but move speed, if those areas are the cheapest.
@halivudestevez2Ай бұрын
keep learning
@ashwin0211Ай бұрын
Calculatepath()
@arnesso92Ай бұрын
Wall/Ceiling navmesh bake would be great feature or navmesh with Behavior tree examples
@jmannersАй бұрын
Awesome! Looking forward to the next video as things like vertical navmeshes are a little short on tutorial content.
@scottcastle9119Ай бұрын
I was having such issues with this the other day but finally figured it out.
@MrDom3DАй бұрын
Please add a video about runtime navmesh creation etc. for procedurally generated maps.
@AndreaDev3DАй бұрын
The generation at runtime is basically one line, once your map is generated you should be able to access the navmesh surface component and call the build method.
@AtenvardoАй бұрын
A 2D version would be great, but good to see a video like this for 3D
@MonsterCreations662Ай бұрын
i needed that thanks
@ultmatepotatoАй бұрын
Thanks for the tutorial!
@ScottJame-f2hАй бұрын
Very good explanation!
@matheusguilhermoni1441Ай бұрын
Cool, but still no 2D Navmesh is a bummer
@ChuanChuanSagaАй бұрын
Awesome! How is the animation effect of the code achieved?
@kleioscopeАй бұрын
Unity AI is really great and efficient. IMHO the only thing missing in pathfinding is randomness ( for example for rats roaming here and there, when they have 2 possible way, they always use the closest one^^ )
@xenoaisamАй бұрын
does it already solved the issues with sampleposition if in a two story structure, if the sourcePosition is set to a point on the ceiling on the first floor?
@henrikekholm6437Ай бұрын
any good ways to make the agent no to walk to close to the edge?
@НиколайНикакоюс-л2ьАй бұрын
Ну наконец- то. Давно пора было развить NavMesh
@foxdeveloper69Ай бұрын
Could anyone help or correct it for me. How does he make animation controlled by velocity and speed controlled by animation? It seems confusing. Also, how is it possible to use deltaposition after disabling the root motion option?? "Animator.applyRootMotion must be enabled for deltaPosition to be calculated." (Unity documentation)
@jean-claudelemieux8877Ай бұрын
It seem like a oversight, however activating RootMotion should not break anything. (If you implement the OnAnimatorMove function)
@foxdeveloper69Ай бұрын
@jean-claudelemieux8877 ok, thanks.
@Tymon0000Ай бұрын
Is there a performance improvement for the new version?
@moviedudes5387Ай бұрын
When do you release URP version of 3D game kit?I really needed it for my project.
@tobi6758Ай бұрын
How do you create a navigation for a flying object such as a helicopter that navigates through a 3d environment with obstacles that have different height levels?
@SeriousNekoАй бұрын
I wish there was some way to provide custom non-mesh shapes for NavMeshSurface for generation. We're making isometric 2D games, and NavMeshSurface is very limited in what it can use as a reference for baking. There is no way but to write your own NavMeshSurface class.
@hoainhan9118Ай бұрын
What about building-type games or games with similar mechanics? Do the objects created by players during gameplay get rebaked for AI navigation?
@renseiga66Ай бұрын
Can this be used on cars for a racing game. Older version needed too many changes so i just created an ai bot with machine learning and nn but is this version optimized for cars too or still only for humanoid/animal assets only?
@rambii.Ай бұрын
If you watch to update to NavMesh 2.0 and I already have the old navmesh system, should I uninstall the current Navmesh first of will it update the old navmesh scripts?
@spider85329 күн бұрын
is there now a 2D navigation? or still no working solution? (I know about the non unity asset, but doesn't work in all Unity versions)
@felixfischer5736Ай бұрын
And waht exactly is new or different in version 2.0 compared to the previous version?
@xdxd-dn8jmАй бұрын
👍👍
@7azDingoАй бұрын
Are they adding new features or it's just explaining what the old system does? I just bought the Aron A star pathfinding package(mostly for RVO) LOL
@SS-pm3pxАй бұрын
Is there a way to put navmesh on bumpy surface instead of flat surface
@Snap3DTutorialsАй бұрын
i have baked navmesh surface on a bumped terrain and it worked smoothly.
@JasonVerroАй бұрын
Building a Height Mesh causes character to get stuck and stop moving. I tried Build Height Mesh. But the character now runs in place at the end of the move. Eventually the character gets stuck and won't move. Removing the Height Mesh solves the problem. Is there a way to build the height mesh so that it won't interfere? Or is it something else?
@nights312312Ай бұрын
Whats new from 1.0 ??
@cbr9731Ай бұрын
And version 2D top down?
@crestwood3256Ай бұрын
This possible for 2D?
@fv4202xАй бұрын
no. use demo (free) version of a* pathfinding asset that is $140 on the asset store.
@FWpapoАй бұрын
flying enemies please.
@tejastjs9981Ай бұрын
You just have to update the offset higher value to simulate it, add animation curve to interpolate for smooth movement.
@freewebtimeАй бұрын
Agree. It's just the navmesh without an obstacles, and your character moves with vertical offset from the ground
@tejastjs9981Ай бұрын
@@freewebtime you could make agent fly over obstacle... By using naveshmeshlink, need some workaround.
@zhanlhuoАй бұрын
When will Unity introduce 2D pathfinding and more efficient crowd pathfinding?
@zhanlhuoАй бұрын
It would be great if they could release a standalone plugin package.
@Th3-Mast3rmindАй бұрын
That's too specific. The purpose of Navigation 2.0 is to be a general purpose solution. I've been using an ECS solution from the Asset store, which works perfectly fine (This is for the crowd pathfinding part)
@MiguelAngelValdepenaDelgado27 күн бұрын
woow
@BebasowyPLАй бұрын
Your "VERY ADVANCED NAVMESH" ruined my project, I never update unity version to newer. I worked on my project 2 months and you instantly destroyed it, why you cannot add back old system, and give user decision to use new or old AI Navigation system?
@НиколайНикакоюс-л2ьАй бұрын
Мне нравится что то как я думал сделать AI, повторяется в уроке от самих разработчиков. Значит мой уровень достиг хороших высот.