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@MasterofGalaxies46287 ай бұрын
Glad to finally get some more in-depth info on the nav system!
@antopalis7 ай бұрын
Great video! I'm glad to see more videos about systems/mechanics!
@bogoid7 ай бұрын
loving this new format man, keep them coming!
@Unity3dCollege7 ай бұрын
Will do!
@jonbednez7 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.
@pixellili28086 ай бұрын
your style getting cooler and cooler 👍
@yudanaim68497 ай бұрын
Great job, not too long or too short great tutorial.
@R4venshore7 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); }
@kpm257 ай бұрын
Thanks Mr Weimann, I'll check it out after work! 😎
@lew.bow.studios7 ай бұрын
Great tutorial, good sir! Would love to learn more about the navmesh system!
@Unity3dCollege7 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?
@ivanrendon007 ай бұрын
@@Unity3dCollege Climbing ladders or jumping to non static platforms would be amazing.
@lew.bow.studios7 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!
@dj3psilon5667 ай бұрын
@@Unity3dCollege how to make it look smoother, it always seems slippy
@Imanmansouri17 ай бұрын
👋I always had these problems with Ai until dear teacher, you kindly published this video, thank you very much🤍🙏
@italianstyle76117 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)
@ondrejpolcar28727 ай бұрын
Hm, you probably could just use some trigger colliders with NavMeshModifier component. Just quick thought, I havent tested it.
@italianstyle76117 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
@Imanmansouri17 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.🤩🤩
@nobodycares95794 ай бұрын
You made that for your kids!? That's amazing.
@Imanmansouri17 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
@dryst86197 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.
@Unity3dCollege7 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?
@dryst86197 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.
@tlghnkngl7 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_ot7 ай бұрын
Awesome! Is there a NavMesh support for 2d games asides A* pathfinding?
@abdullah46537 ай бұрын
thanks for awesome tutorial 👌
@petersonnormil67997 ай бұрын
Would also love to see more names stuff. Especially how to put it into a structured and modular movement system
@vaibhav42157 ай бұрын
sir plese do some complex coding stuff life dynamic programming etc. I want to learn advance about unity and c#.
@lee1davis14 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.
@juleswombat53097 ай бұрын
Going up and down lift systems, via LinkedNav meshes would be an interesting topic.
@MrDingaling0077 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?
@Unity3dCollege7 ай бұрын
Yes, that's one of the great parts of the new system, it works at runtime for baking :)
@MrDingaling0077 ай бұрын
@@Unity3dCollege Wow ok i am impressed. And hopefully you will cover this! Cant wait.
@ElectroGamesYT7 ай бұрын
@@MrDingaling007 You can bake it at runtime like this, navMeshSurface.BuildNavMesh();
@ciekawki65747 ай бұрын
If my unwalkable object is moving, will navmesh recalculate the path to avoid collision?
@Unity3dCollege7 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)
@ciekawki65747 ай бұрын
Thank you!@@Unity3dCollege
@Cyngus10887 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?
@Unity3dCollege7 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
@vcjg2873 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
@TegridyMadeGames6 ай бұрын
still doesn't work with terrain tree though :C
@phanta_7 ай бұрын
Whats 'new' about it? hasn't it been in unity for ages now?
@Macalaka7 ай бұрын
Wait what was new about this?
@kureysalp7 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.