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New Unity AI Navigation System - Click To Move & Animation in Unity3d

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Jason Weimann

Jason Weimann

7 ай бұрын

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Пікірлер: 48
@MasterofGalaxies4628
@MasterofGalaxies4628 7 ай бұрын
Glad to finally get some more in-depth info on the nav system!
@antopalis
@antopalis 7 ай бұрын
Great video! I'm glad to see more videos about systems/mechanics!
@bogoid
@bogoid 7 ай бұрын
loving this new format man, keep them coming!
@Unity3dCollege
@Unity3dCollege 7 ай бұрын
Will do!
@jonbednez
@jonbednez 7 ай бұрын
great tutorial. good stuff. thanks for the breakdown. it's hard keeping track of every system, and your videos help immensely. I'm currently using the old nav mesh system, but this looks real promising. I would def watch more of the new nav mesh system.
@pixellili2808
@pixellili2808 6 ай бұрын
your style getting cooler and cooler 👍
@yudanaim6849
@yudanaim6849 7 ай бұрын
Great job, not too long or too short great tutorial.
@R4venshore
@R4venshore 7 ай бұрын
I've also done similar implementations, where I assume that any valid Raycast on terrain is on the Navmesh, you can obiously also filter it by a LayerMask as well. However it might be a good idea for more complex environments to make sure that Vector3 is indeed on a Navmesh, before assigning it to an agent. You can use a method like that to sample the navmesh at the position you want: bool IsOnNavMesh(Vector3 point) { NavMeshHit navMeshHit; return NavMesh.SamplePosition(point, out navMeshHit, 0.1f, NavMesh.AllAreas); }
@kpm25
@kpm25 7 ай бұрын
Thanks Mr Weimann, I'll check it out after work! 😎
@lew.bow.studios
@lew.bow.studios 7 ай бұрын
Great tutorial, good sir! Would love to learn more about the navmesh system!
@Unity3dCollege
@Unity3dCollege 7 ай бұрын
I'll definitely do a few deep dive videos on it soon. Any specific thing you're wondering about or want to learn with it?
@ivanrendon00
@ivanrendon00 7 ай бұрын
@@Unity3dCollege Climbing ladders or jumping to non static platforms would be amazing.
@lew.bow.studios
@lew.bow.studios 7 ай бұрын
​@@Unity3dCollege I've been stuck making games that do not rely on the navmesh system cus of the massive gaps in my knowledge when it comes to the system itself. That said, pretty much anything you decide to focus on would be amazing :) and I already learned so much from this initial video!
@dj3psilon566
@dj3psilon566 7 ай бұрын
@@Unity3dCollege how to make it look smoother, it always seems slippy
@Imanmansouri1
@Imanmansouri1 7 ай бұрын
👋I always had these problems with Ai until dear teacher, you kindly published this video, thank you very much🤍🙏
@italianstyle7611
@italianstyle7611 7 ай бұрын
Thank you for these kind of videos, it's always nice to have a recap of these systems :) I don't understand if it's possible to create a single terrain with different NavMesh modifiers without using any external GameObject (for example distinguishing an asphalted road and a dirty road that could be painted on that terrain)
@ondrejpolcar2872
@ondrejpolcar2872 7 ай бұрын
Hm, you probably could just use some trigger colliders with NavMeshModifier component. Just quick thought, I havent tested it.
@italianstyle7611
@italianstyle7611 7 ай бұрын
@@ondrejpolcar2872 i was thinking about using custom probuilder shape object and use it as NavMesh modifier, but its annoying to maintain if u wanna change the terrain
@Imanmansouri1
@Imanmansouri1 7 ай бұрын
This is great, by watching this video you have covered Ai Navigation very well😎, this will solve our problems in this topic completely, this was a wonderful opportunity.🤩🤩
@nobodycares9579
@nobodycares9579 4 ай бұрын
You made that for your kids!? That's amazing.
@Imanmansouri1
@Imanmansouri1 7 ай бұрын
The use of artificial intelligence in games with a player-less approach and predefined games that play on the field without any player trying to control it can be very good, for example, npc games, simulation, which help in the game world. I always wanted to take this issue forward and do some of these projects, but it was difficult for me
@dryst8619
@dryst8619 7 ай бұрын
Would like more info on nav agents that answers common scenarios and questions. For instance, how to handle when an enemy is hit by something forceful? It can then get knocked off an edge and fall to its death. Temporarily disabling nav mesh agent after collision then a bool check to reenable? Another situations is when an enemy accidently traverses in poison water or lava then "realizes" it does damage then tries to around it. So some basic ai to chose a safer path.
@Unity3dCollege
@Unity3dCollege 7 ай бұрын
I like these ideas, sound like fun and pretty useful! Will try to get a few of them soon. Any other examples you have in mind btw?
@dryst8619
@dryst8619 7 ай бұрын
​@@Unity3dCollege Thanks, I appreciate what you do. Not sure about more examples right now. Maybe enemies that wander around instead of having a patrol path. Or a homing missile that can use a nav mesh agent realistically.
@tlghnkngl
@tlghnkngl 7 ай бұрын
What about its performance with lots of agents and dynamic (Runtime player placed) objects? Is it any better than the old one?
@kiing_ot
@kiing_ot 7 ай бұрын
Awesome! Is there a NavMesh support for 2d games asides A* pathfinding?
@abdullah4653
@abdullah4653 7 ай бұрын
thanks for awesome tutorial 👌
@petersonnormil6799
@petersonnormil6799 7 ай бұрын
Would also love to see more names stuff. Especially how to put it into a structured and modular movement system
@vaibhav4215
@vaibhav4215 7 ай бұрын
sir plese do some complex coding stuff life dynamic programming etc. I want to learn advance about unity and c#.
@lee1davis1
@lee1davis1 4 ай бұрын
I'm having trouble with two things. First, my agents slow their movement speed when walking near NavMeshObstacles. Second, I can not create a variable of type NavMeshSurface? I get Unknown Class.
@juleswombat5309
@juleswombat5309 7 ай бұрын
Going up and down lift systems, via LinkedNav meshes would be an interesting topic.
@MrDingaling007
@MrDingaling007 7 ай бұрын
What if i had a randomly generated level, can the navmesh be calculated after the level has been generated or dynamically updated in runtime?
@Unity3dCollege
@Unity3dCollege 7 ай бұрын
Yes, that's one of the great parts of the new system, it works at runtime for baking :)
@MrDingaling007
@MrDingaling007 7 ай бұрын
@@Unity3dCollege Wow ok i am impressed. And hopefully you will cover this! Cant wait.
@ElectroGamesYT
@ElectroGamesYT 7 ай бұрын
@@MrDingaling007 You can bake it at runtime like this, navMeshSurface.BuildNavMesh();
@ciekawki6574
@ciekawki6574 7 ай бұрын
If my unwalkable object is moving, will navmesh recalculate the path to avoid collision?
@Unity3dCollege
@Unity3dCollege 7 ай бұрын
If things are moving in the way the Agent will do obstacle avoidance to go around it (it's defaulted to the highest precision mode)
@ciekawki6574
@ciekawki6574 7 ай бұрын
Thank you!@@Unity3dCollege
@Cyngus1088
@Cyngus1088 7 ай бұрын
Could something like this be used to create a creep system like in Star Craft 2, where one set of units moves faster?
@Unity3dCollege
@Unity3dCollege 7 ай бұрын
Definitely, you can set area costs as well so they'll prefer 1 path over another when they have the ability, or use different navmeshes
@vcjg287
@vcjg287 3 ай бұрын
This is cool, but why are there no AI NAvigation packages found in my unity registry? All other packages seem to be there except the AI Nav one
@TegridyMadeGames
@TegridyMadeGames 6 ай бұрын
still doesn't work with terrain tree though :C
@phanta_
@phanta_ 7 ай бұрын
Whats 'new' about it? hasn't it been in unity for ages now?
@Macalaka
@Macalaka 7 ай бұрын
Wait what was new about this?
@kureysalp
@kureysalp 7 ай бұрын
This is nothing new, it exists for years. From the title I thought unity made a new Navigation tool with "REAL AI". I am following you for years and liked your videos. But lately you have started doing lots of click baits.
@BUY_YOUTUB_VIEWS.80
@BUY_YOUTUB_VIEWS.80 7 ай бұрын
wish it was longer :/
@dclxviclan
@dclxviclan 7 ай бұрын
NavMeshLinks cool stuff
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